Leewei
2017-03-09, 01:40 PM
In video gaming, 4X games include many classics, such as the Civilization series, Master of Magic, Master of Orion, and many others. The "4X" refers to eXplore, eXpand, eXploit, and eXterminate. I'd like to try putting together something like this in these forums, albeit without the micromanagement required for many of these games.
The following is a short set of rules for a PBP game I'd like to run for up to five players. If you enjoy trying new games, please give this a read and let me know what you think. I'll be editing this based on feedback. Thanks!
Concept
Players are wizards in a world wracked by mystical catastrophes. Each player also rules a single city. Players are immortal and cannot be permanently killed. Any wizard killed will reappear in their city at the start of their next turn. Players seek to find and enter the Dire Tower. The first to master the tower banishes all other wizards and wins the game.
Actions
Wizards may perform an Action each turn. Actions are either Easy (auto success), Challenging (2 on 1d2), or Hard (4 on 1d4). The GM will inform each player of available actions at the start of each new turn. Turns occur once each weekday, but may be more frequent if all players consent.
Lores
Mystical fields of study. Each Wizard begins the game with one Lore known. Those that may be known by a starting Wizard follow.
Enthrallment- Bending mortals and other beings to your will. Gain a Minion each turn without taking an Action.
Prophecy- Reading of signs. Reveals hidden game events.
Enigmas-Wizard may solve Riddles. Useful with mystic writings.
Possessions
Possessions are items of significance. They may be Invested (returning next turn) or Spent (used up). Examples: a fortune, mystical writings. Spending or Investing a Possession may be required for some actions. If not required, Investing reduces difficulty on an action, and Spending causes the action to automatically succeed.
Minions
Each Wizard may have up to 3 Minions. Minions may perform an Action each turn, determined by their type. When successfully attacked, minions are lost. Summoned minions instead reappear in their master's City, and act normally on the next turn.
Sage- May take Research Actions. May learn and teach players Lore.
Adventurer- Roams the world in search of ruins, dungeons, portals, and great beasts. Acquires Possessions for their Wizard.
Noble- May take Actions affecting Politics of any City.
Summoned- Powerful and rare supernatural minions used to thwart your enemies.
Cities
A City may be home to a Wizard. A City's Politics modifies Actions performed within it. One kind of Politics per City. Any Wizard may attempt to change their City's Politics.
Enlightenment- Allows Sage recruitment.
Zealous- Penalizes all use of Lores. Summoned Minions may not take Actions in this City.
Commercial- Wizards may use an Action to gain a fortune.
Lairs
Ruined towers and cities from ancient times. Lairs may or may not be abandoned, and are always initially hidden to each Wizard without Prophecy. Discovering a Lair is possible by Research or Adventure Actions. Some Lairs must be attacked to remove their denizens. A successful attack will grant Traits for the Wizard responsible. Subsequent visits to the Lair
The Dire Riddles
Any Wizard may, with Enigmas Lore and mystical writings, attempt to solve the Dire Riddles. Each riddle is harder than the last (going from Easy, to Challenging, to Hard). When the final riddle is solved, the Dire Tower location becomes known to that Wizard. Unlike Lairs, the location of this place is not revealed to a Wizard with Prophecy.
The Dire Tower
Mastery of the Tower itself must be done by a Wizard. This is a special Hard Action. Traits must be Spent to reduce difficulty (as if they were Invested).
The following is a short set of rules for a PBP game I'd like to run for up to five players. If you enjoy trying new games, please give this a read and let me know what you think. I'll be editing this based on feedback. Thanks!
Concept
Players are wizards in a world wracked by mystical catastrophes. Each player also rules a single city. Players are immortal and cannot be permanently killed. Any wizard killed will reappear in their city at the start of their next turn. Players seek to find and enter the Dire Tower. The first to master the tower banishes all other wizards and wins the game.
Actions
Wizards may perform an Action each turn. Actions are either Easy (auto success), Challenging (2 on 1d2), or Hard (4 on 1d4). The GM will inform each player of available actions at the start of each new turn. Turns occur once each weekday, but may be more frequent if all players consent.
Lores
Mystical fields of study. Each Wizard begins the game with one Lore known. Those that may be known by a starting Wizard follow.
Enthrallment- Bending mortals and other beings to your will. Gain a Minion each turn without taking an Action.
Prophecy- Reading of signs. Reveals hidden game events.
Enigmas-Wizard may solve Riddles. Useful with mystic writings.
Possessions
Possessions are items of significance. They may be Invested (returning next turn) or Spent (used up). Examples: a fortune, mystical writings. Spending or Investing a Possession may be required for some actions. If not required, Investing reduces difficulty on an action, and Spending causes the action to automatically succeed.
Minions
Each Wizard may have up to 3 Minions. Minions may perform an Action each turn, determined by their type. When successfully attacked, minions are lost. Summoned minions instead reappear in their master's City, and act normally on the next turn.
Sage- May take Research Actions. May learn and teach players Lore.
Adventurer- Roams the world in search of ruins, dungeons, portals, and great beasts. Acquires Possessions for their Wizard.
Noble- May take Actions affecting Politics of any City.
Summoned- Powerful and rare supernatural minions used to thwart your enemies.
Cities
A City may be home to a Wizard. A City's Politics modifies Actions performed within it. One kind of Politics per City. Any Wizard may attempt to change their City's Politics.
Enlightenment- Allows Sage recruitment.
Zealous- Penalizes all use of Lores. Summoned Minions may not take Actions in this City.
Commercial- Wizards may use an Action to gain a fortune.
Lairs
Ruined towers and cities from ancient times. Lairs may or may not be abandoned, and are always initially hidden to each Wizard without Prophecy. Discovering a Lair is possible by Research or Adventure Actions. Some Lairs must be attacked to remove their denizens. A successful attack will grant Traits for the Wizard responsible. Subsequent visits to the Lair
The Dire Riddles
Any Wizard may, with Enigmas Lore and mystical writings, attempt to solve the Dire Riddles. Each riddle is harder than the last (going from Easy, to Challenging, to Hard). When the final riddle is solved, the Dire Tower location becomes known to that Wizard. Unlike Lairs, the location of this place is not revealed to a Wizard with Prophecy.
The Dire Tower
Mastery of the Tower itself must be done by a Wizard. This is a special Hard Action. Traits must be Spent to reduce difficulty (as if they were Invested).