|
Grey Hunter posted:All good ideas - the X could be related to what your paying, so pay say 2 Guineas per card. Agreed. I imagine that two big ways to get involved with the opponent could be through threat cards and negative traits. Or you could turn it around: the opponents are the ones who give you missions (simulating orders coming down from high command). That way you'll constantly finding yourself being asked to do things you don't want to. I think that could be way more fun than if you choose missions yourself, and also fit the theme a lot more, the theme being working within an organization that is built to restrict your freedom of choice. It'd also be a way to get out of the Euro-game single player situation you mention. Missions could be different in wartime and peace-time (either on the same card, or two types of cards). lilljonas fucked around with this message at 12:17 on Sep 30, 2021 |
# ? Sep 30, 2021 12:14 |
|
|
# ? May 6, 2024 05:10 |
|
I still love the idea of finding ways to get officers you don't like killed
|
# ? Sep 30, 2021 12:20 |
|
Re: mission assignment We could split the difference by having each player atrempt an assignment from the available missions bar, then add a new one to fill that spot from their hand// the deck. That way, you can put a big pain in the butt task on the stack and someone will have to deal with it eventually, or put jobs you're especially skilled at into play and hope to wheel it the next round. Perhaps a bonus for taking the oldest mission available, or a penalty for not? A bonus for blindly taking orders at random (portrayed as pandering to your superiors)? This also means that at the dawn of hostilities, some commanders will be performing a pitched river crossing under cannon fire while others are still trying to seduce a countess. Though "peace declared" should probably shuffle the conflict cards away.. Perhaps there are still some lower intensity military actions in the Peace side of the deck, and some lower intensity schmoozing and glad-handing in the War side? I don't think we should have such as a war success tracker that individual successful clashes progress. The fate of nations is above our characters' pay grades!
|
# ? Sep 30, 2021 14:24 |
|
I like that, - I hadn't thought about peacetime missions, but it makes sense and stops the peacetime side being the dull side. We would have to have a way of controlling who picks first - for now I'm going with lowest prestige first, to give the player doing the worst chance to catch up. If anyone wants to start typing up card ideas, here is a google docs, I'll add some in when I have time. We need to decide some basic value ranges for these things - that'll probably change many times, but having some numbers to start with sounds like a good idea. https://docs.google.com/spreadsheets/d/1QEt0gsrphmQZZnOBZMUEegiruEoEarTHYw7HUl6KaO4/edit?usp=sharing Another thought, tokens could be a good way to cover changing troops - you could have Conscript +1, Green +2 Regular+3, Veteran +4, Elite +5 Something similar for morale. then when you train a unit, or it takes damage, you switch out the token for the new one. Grey Hunter fucked around with this message at 15:39 on Sep 30, 2021 |
# ? Sep 30, 2021 15:17 |
|
Grey Hunter posted:I like that, - I hadn't thought about peacetime missions, but it makes sense and stops the peacetime side being the dull side. We would have to have a way of controlling who picks first - for now I'm going with lowest prestige first, to give the player doing the worst chance to catch up. Kingdomino (a game I end up playing a lot with my nephews and nieces) might be a kid's game, but it has a very good system for picking cards in order. It's a game using small cards that are shaped like dominos, and the game is about building a good map with dominos, scoring points depending on what's on the cards. Basically every card has a value in addition to its effects, that's kind of a measure of how useful the card is. In a four player game, every turn you'd draw four cards, placing them in order from highest to lowest value (so better cards are ranked higher). Players take turn choosing the card they want, placing a meeple on the card. Then the twist is that before taking the cards, you draw the next four cards. Now, the player with their meeple on the lowest ranked card gets to take that card, and then choose which next card to take. This goes on, so you're always choosing between taking the card you want or taking a supposedly worse card to get higher priority in the next draw. The strategy comes in deciding which cards are worth it for you to sacrifice future initiative for, or if they are good enough for your opponent that you want to snatch it from them. It's a very fun system IMHO and it's very simple, yet becomes a steady focus along the entire playthrough. You could have a mission phase where each player gets to choose a mission, drawing the missions from the war chest or the peace chest, and then try to resolve them during the turn. Then next turn you draw new missions, and so on. lilljonas fucked around with this message at 16:21 on Sep 30, 2021 |
# ? Sep 30, 2021 16:16 |
|
I'd lean towards making your character its own card, and your "force" a pile of face-down complication cards. As you take casualties, you flip a force card over and some OTHER effect happens as well - maybe you lose favor in London, were portraited wearing the wrong cummerbund, or someone important's nephew was in the slain unit. Basically your fortune would be abstractly tied to your regiment.
|
# ? Sep 30, 2021 16:27 |
|
I like the 'opponents get a say in what mission gets done' to promote freewheeling, up to and including sacrificing money, prestige, or competent subordinates to avoid particularly undesirable ones. I didn't see anything on ways to advance yet, what's the groupthink on that? Buying rank, earning glory, cashing in favors could allow for promotions or demotions for self and others. Varying ranks could have both perks and drawbacks, so things might not always work out as intended. Running a bigger formation may mean more opportunities for glory and tribute, but worse combat stats from being in the rear (which might be ok if one wants to get Smitty killed...) Is the other battalion CO better at fighting than you? Dutch Admiral pact him out of his social league and hope he's not buddies with the Duke. Not the coolest colonel in the castle? Sabotage another one so he gets sent down to battalion. Maybe the complication card kills off someone's boss and they have to unexpectedly step up, or some earl takes their job as a patronage. All of the above seem to fit in the general theme. Guest2553 fucked around with this message at 04:50 on Oct 3, 2021 |
# ? Oct 3, 2021 04:45 |
|
Is this still going to become A Thing?
|
# ? Oct 14, 2021 14:31 |
|
Guest2553 posted:Is this still going to become A Thing? hopefully! I've been short on time recently, but I've not forgotten!
|
# ? Oct 14, 2021 14:56 |
|
Grey Hunter posted:hopefully! I've been short on time recently, but I've not forgotten! Yeah I'm having a hell of a deadline period until november, but after that I'm pretty interested in starting to make some simple token cards just have something to work with. I find it easier to adjust an existing physical frame than to just work with everything abstractly in my head.
|
# ? Oct 14, 2021 15:31 |
|
Yeah, getting some cards down was my next "job" - so many things don't work until you get to prototype phase, then you can chuck your ideas at the wall and see what sticks.
|
# ? Oct 14, 2021 15:43 |
|
I've added in a few cards - mainly missions. I've trying to balance missions that are high risk/high reward with ones that will keep your force intact. I've also added some officers and other cards. https://docs.google.com/spreadsheets/d/1QEt0gsrphmQZZnOBZMUEegiruEoEarTHYw7HUl6KaO4/edit#gid=0 What do people think so far?
|
# ? Oct 21, 2021 15:43 |
|
Grey Hunter posted:I've added in a few cards - mainly missions. Looks cool! I’ll start adding some enemy card ideas this weekend, going from malnourished raw recruits to imperial guard
|
# ? Oct 21, 2021 21:44 |
|
I feel like there needs to be a card for the 19th century version of "loving around..." and "...finding out". Napoleon Declares Peace but wants War The 1st, 2nd and 3rd in command are no longer on the field. YOU are the hero?! Seniority. You won the battle and someone else takes credit. You lost the battle but got to the newspapers first so won the battle.
|
# ? Oct 22, 2021 11:10 |
|
Comstar posted:I feel like there needs to be a card for the 19th century version of "loving around..." and "...finding out". These all sound like good examples of "strategy" cards (Better name pending). These will include things like "Sniper" to try and take out enemy officers an "Three rounds a minute!" to boost your troops. I'm still not sure if people should get these cards as a draw at the start of their turn, or have to purchase them, but they are the main way I can see of forming player interaction. For battles, I think the players should all be part of the same battle, and the battle will be won, lost or drawn depending on how the majority of players do - so if most people complete their missions, then they win, and visa versa.
|
# ? Oct 22, 2021 12:24 |
|
Grey Hunter posted:"strategy" cards (Better name pending) Stratagem cards, for that slightly-fancier-than-average flavour? It's a good question though...not sure what a good name would be. Gambit cards? Edict/Decree cards? I dunno
|
# ? Oct 25, 2021 02:33 |
|
|
# ? May 6, 2024 05:10 |
|
Gambit cards is a good one.
|
# ? Oct 25, 2021 02:37 |