Difference between revisions of "Itinerant Princes"
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Ok, so the pitch/big idea here is this is a mixed automated/PBP game. The players play wandering adventurers who travel the galaxy (I'm thinking this is set in the Agents of Empire universe, although it doesn't have to be) and they fall in with pirates, fight with mercenary bands, study under magicians, explore weird places, etc. That stuff is handled in a KoL-esque way, with a fixed number of daily turns that you spend doing stuff that is mostly resolved automatically. Mostly is important, though - it's possible for a player to call for GM judgement to do something outside the system (like "I know it says I have to lead my troops against the opponent, but I'm going to sneak in and assassinate their general instead") and then custom stuff can happen. It's also the case that the players do some contributory writing to the system. This comes in two parts - there are portions of the game that are basically "the role-playing part", like there might be a party the characters are at chatting to each other; and there are places where the player is asked to provide some writing (I'm not quite sure what form this comes in, but I think it might be like "you discover a treasure, what is it?") which then goes into a general pool for re-use. It's also possible the players might provide this writing for other players instead of for themselves. | Ok, so the pitch/big idea here is this is a mixed automated/PBP game. The players play wandering adventurers who travel the galaxy (I'm thinking this is set in the Agents of Empire universe, although it doesn't have to be) and they fall in with pirates, fight with mercenary bands, study under magicians, explore weird places, etc. That stuff is handled in a KoL-esque way, with a fixed number of daily turns that you spend doing stuff that is mostly resolved automatically. Mostly is important, though - it's possible for a player to call for GM judgement to do something outside the system (like "I know it says I have to lead my troops against the opponent, but I'm going to sneak in and assassinate their general instead") and then custom stuff can happen. It's also the case that the players do some contributory writing to the system. This comes in two parts - there are portions of the game that are basically "the role-playing part", like there might be a party the characters are at chatting to each other; and there are places where the player is asked to provide some writing (I'm not quite sure what form this comes in, but I think it might be like "you discover a treasure, what is it?") which then goes into a general pool for re-use. It's also possible the players might provide this writing for other players instead of for themselves. | ||
== | ==Characters== | ||
The intent here is these are a bunch of, well, itinerant princes - they wander around and have adventures, and sometimes they bump into each other and have a big adventure and sometimes (mostly) they go off by themselves. They gain things and lose them, like they might be pirate captain for a while and then there's a big storm and they're shipwrecked and find themselves inducted into a weird cult and then the cult is crushed by some army and they're sold into slavery and they lead a slave revolt and seize the estate and then they play politics for a while and then ... | The intent here is these are a bunch of, well, itinerant princes - they wander around and have adventures, and sometimes they bump into each other and have a big adventure and sometimes (mostly) they go off by themselves. They gain things and lose them, like they might be pirate captain for a while and then there's a big storm and they're shipwrecked and find themselves inducted into a weird cult and then the cult is crushed by some army and they're sold into slavery and they lead a slave revolt and seize the estate and then they play politics for a while and then ... Because of the perpetual gaining and losing, the characters can't be defined by their social class or job (eg, wealthy merchant), although since skills and affinities and so on are static there is an equivalent (eg, perpetual wheeler-dealer). | ||
I think per other things the characters are all members of an extended family of some kind or otherwise members of the chosen few with this set of magic powers: telepathy (with other group members) and teleportation (to other group members) for minimum, I guess. | |||
==System and Tokens== | ==System and Tokens== | ||
I think there's some trick here where different token sets will be active depending on what arena you're in, but the overall system stays the same. Like, if you're currently a mercenary captain, then you have skills like swordplay and spot ambush and command, and you have stats like health and fatigue and troop morale and training, whereas if you're a wizard then you have skills like decipher tome and hypnotic gaze and stats like willpower and corruption. But in either case maybe the deal is skills go 1-5 and you roll 2d6+skill and try to get whatever. | I think there's some trick here where different token sets will be active depending on what arena you're in, but the overall system stays the same. Like, if you're currently a mercenary captain, then you have skills like swordplay and spot ambush and command, and you have stats like health and fatigue and troop morale and training, whereas if you're a wizard then you have skills like decipher tome and hypnotic gaze and stats like willpower and corruption. But in either case maybe the deal is skills go 1-5 and you roll 2d6+skill and try to get whatever. |
Revision as of 00:18, 4 February 2018
Overview
Ok, so the pitch/big idea here is this is a mixed automated/PBP game. The players play wandering adventurers who travel the galaxy (I'm thinking this is set in the Agents of Empire universe, although it doesn't have to be) and they fall in with pirates, fight with mercenary bands, study under magicians, explore weird places, etc. That stuff is handled in a KoL-esque way, with a fixed number of daily turns that you spend doing stuff that is mostly resolved automatically. Mostly is important, though - it's possible for a player to call for GM judgement to do something outside the system (like "I know it says I have to lead my troops against the opponent, but I'm going to sneak in and assassinate their general instead") and then custom stuff can happen. It's also the case that the players do some contributory writing to the system. This comes in two parts - there are portions of the game that are basically "the role-playing part", like there might be a party the characters are at chatting to each other; and there are places where the player is asked to provide some writing (I'm not quite sure what form this comes in, but I think it might be like "you discover a treasure, what is it?") which then goes into a general pool for re-use. It's also possible the players might provide this writing for other players instead of for themselves.
Characters
The intent here is these are a bunch of, well, itinerant princes - they wander around and have adventures, and sometimes they bump into each other and have a big adventure and sometimes (mostly) they go off by themselves. They gain things and lose them, like they might be pirate captain for a while and then there's a big storm and they're shipwrecked and find themselves inducted into a weird cult and then the cult is crushed by some army and they're sold into slavery and they lead a slave revolt and seize the estate and then they play politics for a while and then ... Because of the perpetual gaining and losing, the characters can't be defined by their social class or job (eg, wealthy merchant), although since skills and affinities and so on are static there is an equivalent (eg, perpetual wheeler-dealer).
I think per other things the characters are all members of an extended family of some kind or otherwise members of the chosen few with this set of magic powers: telepathy (with other group members) and teleportation (to other group members) for minimum, I guess.
System and Tokens
I think there's some trick here where different token sets will be active depending on what arena you're in, but the overall system stays the same. Like, if you're currently a mercenary captain, then you have skills like swordplay and spot ambush and command, and you have stats like health and fatigue and troop morale and training, whereas if you're a wizard then you have skills like decipher tome and hypnotic gaze and stats like willpower and corruption. But in either case maybe the deal is skills go 1-5 and you roll 2d6+skill and try to get whatever.
There's also going to be a cycle where you accumulate fractional bits which eventually assemble into larger things, some of which require GM judgement. Like maybe you get coins from fighting goblins, and 10 coins is a treasure, and when you appraise the treasure the GM tells you what you found.
Oracles
I feel like oracles are going to be important in this game, in the sense of "some random image or word provided to help generate some text". It's important to not have to write too much text in this game, or it'll become unmanageable to create, and yet it needs to be suggestive enough to be able to be seen repeatedly.
Inspirations
Nine Princes in Amber is a good touchstone here, I think - note that series allows the characters to talk to each other from wherever and even travel to each other if they want, but they spend a lot of time doing their own thing.
Freebooting Venus kicked this off most recently, although I dunno how similar they'll really end up being.