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Leewei
2016-03-09, 12:13 PM
I've run an original system (Concillium) a few times now. I'm looking to overhaul the rules and take another go at it.

Forum-based games have some definite challenges. First off, communicating rules to players in a concise yet fun fashion.

This set of rules is a work in progress. As the thread progresses, expect changes to occur.

The object of the game is to spend as many rounds as Arch Magus as possible. Generally, this is done by bribing the other players, or defeating them in a Contest during a Concillium.

Arch Magus: Chosen leader of the Magi.

City: A community in which a Magus lives. Cities possess their own Traits, and may produce Traits for the ruling Magus. Cities also produce Recruits.

Concillium: A periodic meeting of Magi to select their leader. Selection may be democratic, by duel, or by any other agreed-upon criteria.

Magus (pl. Magi): Player character.

Minion: Useful individuals to which a Magus may assign tasks.

Recruit: A potential Minion.

Trait: A (generally positive) attribute of a Magus, Minion, City, or so on. See Contests.

Games often involve conflict with uncertain resolution. Contests are this game's mechanism to determine the winner.

Unopposed Contests involve one coin toss, plus an additional coin toss per Trait that the Magus spends to aid the effort. If any of the coin tosses come up "heads", the Contest is won. A Magus has four or more coin tosses wins automatically.

Opposed Contests work in a similar fashion, but each competitor counts and compares their "heads" totals. If a tie occurs, a final, tie-breaker coin toss is made for the attacker, with "heads" indicating a win, and "tails" indicating a loss.

In forums, a coin toss is simulated by rolling 1d2-1 per coin, with a "1" indicating "heads".

Secondly, maintaining a cadence that keeps the players engaged, and works as well as possible if a player goes inactive or withdraws.

Lastly, the game must strike a balance between cooperation and competition.


My intention for the next round is to keep the system as simple as possible, and to give each player his/her own team (with the ability to summon or recruit, promote, and deploy minions).


I am looking for feedback on a number of things:

What sorts of challenges have you seen when running forum-based games?

What strikes you as working really well in this sort of game?

How many players are ideal?

How often should turns take place?

Any other comments or ideas?

Leewei
2016-03-09, 02:36 PM
Concillium: Annual vote to determine a leader of the Magi. The winner receives a coveted Primacy trait.

Contest: Mechanism to determine success or failure of an action. See Contests, below.

Magus: Player character.

Minion: Non-player character in direct service to a Magus.

Sanctum: A tower or other building constructed with magic, and occupied by a Magus. Most Magi only rarely leave their sanctum, relying instead on minions.

Titans: Godlike beings that influence the world. Known Titans are Mercury (Commerce), Gaia (Nature), and Kronos (Destruction).

Traits: Characteristics which assist in a Contest. See Traits, below.

Magus Traits
Each Magus begins with one trait from the following list, according to their chosen starting school of magic.

Influential
Skillful
Insightful

Lore Traits
Some actions may grant a Magus knowledge, which is reflected by a Lore trait. Attempting to learn a Lore Trait from a minion is a Skill action. Examples follow.

Sorcery
Alchemy
Regional (by area)
Commerce

Temporary Traits
Unlike other traits, these are lost permanently when used.

Action: These traits indicate significant time which a Magus may spend on longer contests. These are assigned at the start of each turn.

Fortune: Advantage in Fortune contests. These traits are earned during play. Unlike other traits, they may accumulate, and may be freely exchanged between Magi and minions. Any Magus or minion who removes a minion from play gains all of their Fortune traits.

Primacy: Rare trait which grants bonus Action traits. This is reassigned upon each Concillium.

Contests are the mechanism used to resolve challenges where the outcome is in question. To resolve a contest, roll 1d2-1, plus 1d2-1 for each trait used which aids in the Contest. A result of 1+ indicates success. Traits used in this way are spent until the next turn (exception, capitalized TRAITS do not become spent). Some contests may require traits (usually Fortune). These traits are spent without granting advantage.

Some contests are opposed. In these cases, each participant rolls as above, and the higher total wins. In the case of a tie, a final roll by the GM determines the winner.

If a Magus has three or more traits that can aid in an unopposed contest, they automatically succeed. Traits are spent as normal.

Examples:
Magus Wyl has discovered a skilled Adventureress (Stranglethorn) in his city near the Lost Hills, and wishes to Recruit her. This requires Fortune, and is aided by Influence, Lost Hills Lore, and Fortune. Wyl spends the required Fortune, and all three traits, automatically gaining the Adventurer.

Magus Cassandra wishes to Sight-cast into some ruins she discovered in Blackfen. This is aided by Insight (and Blackfen Lore, which Cassandra does not have). Cassandra rolls 2d2-2 and gets a 1, which succeeds. She can then spend an Action in a separate contest to decipher the stone carvings she sees. She also becomes aware of a beast lairing in the ruins. Dispatching a minion to deal with it might get her something more of value.

Magic will be divided up into schools, similar to those found in GURPS. Each School will have a small list of spells. Here are some examples:

These spells are mind-affecting, and may be used to control the actions of non-Magi. They may also be used to communicate. Gain the Influence trait, which grants advantage in Influence contests.

Enthrall: Recruit a Thrall minion. May target a non-Magi in your city. Doing so removes the target from play (they become your mindless minion).

Far-Speech: You gain the ability to communicate with your minions, regardless of distance. You may now command minions outside of your city.

Persuasion: Recruit a Neutral, non-Magus minion. The minion retains all other traits.

Command: Influence trait promoted to INFLUENCE and may now be used in challenges without becoming spent.

Allows you to see the hidden, including the acts of Magi and Titans. Gain the Insight trait, which aids you in Insight contests.

Omens: Informs you of Titan actions.

Sight-casting: Explore any discovered location.

Power-sense: Informs you of all minions in your city.

Oracle: Insight trait promoted to INSIGHT and may now be used in challenges without becoming spent.

Any suggestions for additional spells and schools?

Any thoughts about the game mechanisms?

Leewei
2016-03-09, 03:00 PM
Magi spend a lot of time in their towers, uncovering powerful new spells, and unraveling the mysteries of the world. Through their minions, they can act in the world while still expanding their own power.

Minion types

Thrall: A basic, brainwashed follower. The magic binding them to your will limits their ability to think critically, or to breathe without drooling. Still, these have their uses.

Adventurer: A hero of some renown. Good at quests and dealing with beasts.

Servitor: Rumors persist of summoned minions.

Official: A minion whose status in a community makes them useful.

Sage: A minion whose knowledge makes them useful.


Vulnerability
Magi are seemingly immortal, but their servants aren't so lucky. Some contests put minions you commit to them at risk. It is also possible for another Magus or their minions to act against them.

Any suggestions for minion capabilities or types?

Omnicrat
2016-03-12, 11:03 PM
Seems interesting, but you should describe these rules in more detail.

RatElemental
2016-03-13, 03:28 AM
Just gonna leave this here:

Go ahead and shuffle the order of the spells around, if the order means anything.
The magic of moving things around.

Shipment: Move resources, treasure, or other objects from one discovered location to another, including things that might not necessarily belong to you.

Instant March: Send a minion in your city to a discovered location instantly.

Pull from Beyond: Summon a Servitor minion.

Fine Manipulation: Skillful trait promoted to SKILLFUL and may now be used in challenges without becoming spent.

Leewei
2016-03-14, 10:25 AM
Seems interesting, but you should describe these rules in more detail.

Thanks! A big part of my reason for posting here is to hammer out the next rule set. I'll post something more complete later in the day -- but nothing is carved in stone at this point.

Leewei
2016-03-14, 10:26 AM
Just gonna leave this here:

Go ahead and shuffle the order of the spells around, if the order means anything.
The magic of moving things around.

Shipment: Move resources, treasure, or other objects from one discovered location to another, including things that might not necessarily belong to you.

Instant March: Send a minion in your city to a discovered location instantly.

Pull from Beyond: Summon a Servitor minion.

Fine Manipulation: Skillful trait promoted to SKILLFUL and may now be used in challenges without becoming spent.

Nice idea - thank you!

Leewei
2016-03-15, 10:04 AM
I've added a simple write-up of the rules to the first post for review. Feel free to ask about them, make observations, or make suggestions.