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Author Topic: A Tribal Game - The Guilds (turn 4, 6 more to go)  (Read 3981 times)

Lidhuin

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A Tribal Game - The Guilds (turn 4, 6 more to go)
« on: March 14, 2010, 12:04:48 pm »

A slightly different attempt at a tribe game. See here for the first of my kind. Same concept, different setting.

All actions are undefined until attempted.
You gain 1 point for every beneficial effect produced.
You gain 1 point for every beneficial effect maintained.
Points are never lost. You win by having the most points at the end of the game.

There will be dice rolls to determine variable results. There may be modifiers to these rolls.
New actions are generally better than older actions, but not always.

You have a base unit with which to perform actions.
Every generation (20-30 years) a turn passes.
Each base unit grows by 0-2 every turn.
Fluff reason: A master takes on between 1-3 apprentices, trains them and then retires.

It is the dawn of civilization. Small cities have been founded and the tribal structure of the past lies in tatters, as city states begin to slowly form. A new type of tribe has arisen to fill the void: The Guild, which rises above the pettiness of statehood. In this game you must lead your guild to fame, wealth and glory! You must choose how best to do so, using the resources available to you. You each start in a city of your choice. You have ten generations to prove yourself worthy.

Starting conditions:
You start with a ”guild unit” in a city of 500 people, with a resource and name of your choice.
There will be about five players.

Known:
Cities will not grow without motivation.
New resources are not automatically found.
New cities will sometimes be founded automatically. There is a large rural population (90%+).
A unit can move once per turn, before or after taking an action. For the sake of simplicity, cities are always one move apart.
It is advantageous to have a variety of resources. It is also advantageous to possess great skill in a single resource. It's up to each player to decide how best to allocate their resources.

Players
1: Quinnr (has until 21st of March)
2: Haika, "Glass Rock" (starting resource: Lapis Lazuli)
3: Cheddarius, "Freemasons" (Starting resource: Granite)
4: IronyOwl, "GoldCoin Guild" (Starting resource: Gold)
5: 100Killer9, "Boners" (starting resource: Livestock)

Waiting list as needed.

Ways in which this game will be easier to handle
Spoiler (click to show/hide)

Actions!
Construct Building
Spoiler (click to show/hide)

Survey for Resources
Spoiler (click to show/hide)

Improve Resource/Craft
Spoiler (click to show/hide)

Encourage Growth
Spoiler (click to show/hide)

Create Wealth
Spoiler (click to show/hide)

List of Cities
Mitanni
Spoiler (click to show/hide)

Elba
Spoiler (click to show/hide)

Alpanatia
Spoiler (click to show/hide)

Troy
Spoiler (click to show/hide)

Nuwa
Spoiler (click to show/hide)

Pisani
Spoiler (click to show/hide)

Brechts
Spoiler (click to show/hide)
« Last Edit: March 30, 2010, 11:07:32 pm by Lidhuin »
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Haika

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Re: A Tribal Game - The Guilds
« Reply #1 on: March 14, 2010, 04:29:21 pm »

Interesting. :)

My guild shall therefore be named, 'Glass Rock' and our resource shall be gemstones(cutting, setting, engraving, sculpting, jewelrymaking).

Assuming that's what you want.
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

Haika

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Re: A Tribal Game - The Guilds
« Reply #2 on: March 16, 2010, 09:18:48 am »

wow, not much interest this time around huh? ;/ wonder why
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

IronyOwl

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Re: A Tribal Game - The Guilds
« Reply #3 on: March 16, 2010, 11:46:32 am »

Ten turns seemed awfully short to me, and combined with the lack of rules... I dunno.

But sure, I guess I'll sign on as the GoldCoin Guild. Naturally, we control the gold.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Lidhuin

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Re: A Tribal Game - The Guilds
« Reply #4 on: March 16, 2010, 04:58:09 pm »

There isn't a lack of rules, so much as them being made up as they go along (it's part of the game, see the original one).
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Cheddarius

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Re: A Tribal Game - The Guilds
« Reply #5 on: March 16, 2010, 07:20:05 pm »

My guild will be the Freemasons. My resource will be stone.
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100killer9

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Re: A Tribal Game - The Guilds
« Reply #6 on: March 16, 2010, 08:51:46 pm »

My guild will be the Boners, using bones as a resource.
(Yes you can change it.)
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Cheddarius

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Re: A Tribal Game - The Guilds
« Reply #7 on: March 16, 2010, 08:55:38 pm »

Niiiiiiice.
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Lidhuin

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Re: A Tribal Game - The Guilds
« Reply #8 on: March 17, 2010, 12:15:22 am »

Gave you livestock as a resource :P It seemed fairer than bones.

I gave Lapis Lazuli for gems to start with.

Gold was given as is.

Granite for stone, as its simple, yet useful.

Keeping a spot for Quinnr until Sunday, but if he doesn't reply before then, then whoever is first on the waiting list can get his spot.
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Cheddarius

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Re: A Tribal Game - The Guilds
« Reply #9 on: March 17, 2010, 12:22:06 am »

Awesome! Enough to start!

This is going to be very cool.

Oh, will this be mostly deterministic, or luck-based? For example, if someone else farmed for 1 turn and got 3 food, will I get 3 food every time I farm, all other things being equal? Or will you roll a d20 to see how much I get or whatnot?
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Lidhuin

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Re: A Tribal Game - The Guilds
« Reply #10 on: March 17, 2010, 12:37:59 am »

All other things being equal, you won't always get the same amount, but the probabilities are going to be biased towards a certain value (assuming you can get 1-3, on a d20 I *might* say that a 1 gives you 1, 2-19 gives you 2, 20 gives you 3). I have yet to decide how strong a bias. You won't always know the value actions are biased towards, but I want it to be easy to figure it out. In other words, if 3 is supposed to be rare for a given action, I will make sure it is.

I am hoping, however, that all things won't be equal all the time :p

I'm still undecided whether to make the base unit have a natural growth (in-game: Apprentices being taught). Thoughts?
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Cheddarius

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Re: A Tribal Game - The Guilds
« Reply #11 on: March 17, 2010, 12:43:51 am »

I think that would be good. One excellent way to handle it is the style of Age of Revolution, where based on morale or whatnot, apprentices grow, but you don't get to use a labor point until you fill an entire 50 apprentices or such. That way you don't end up with crazy things like "42 apprentices gather 3.29 stone".
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IronyOwl

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Re: A Tribal Game - The Guilds
« Reply #12 on: March 17, 2010, 01:34:56 am »

If it doesn't, I think a lot of peoples' first few turns would be nothing but population growth. You could probably add some sort of upkeep system or logistical penalties or something, but I'm thinking it would be easier to just say everyone gets new recruits automatically.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Lidhuin

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Re: A Tribal Game - The Guilds
« Reply #13 on: March 20, 2010, 05:11:38 pm »

Alright, I am ready to start the game. There is room for another player who can join at any time (he/she will join with as many units as the lowest scored player).

2: Haika, "Glass Rock" (starting resource: Lapis Lazuli)
In the newly founded city of Mitanni, a master of gemcutting sets up shop. With access to the city's supply of lapis lazuli, it is time to prove to the world what the power of jewelry can accomplish.

3: Cheddarius, "Freemasons" (Starting resource: Granite)
The conglomeration of people in the foothills of Alpanatia has given the option of people to work with a bulky stone named granite. A master of stoneworking has set up shop in the city of Alpanatia and it is now time to prove to the world the awesome power of stone.

4: IronyOwl, "GoldCoin Guild" (Starting resource: Gold)
The beauty of the valuable metal known as gold could not denied. Its wealth brought together a score of people to found their first city. Though mines were still unheard of, the knowledge that the land contained copious amounts of gold was enough to also attract a master of goldsmithing to start up a guild. Now prove to the world how the power of gold is the true power of wealth.

5: 100Killer9, "Boners" (starting resource: Livestock)
The large lands proved exceptional for the ranching of many animals. The food and resources naturally allowed people to form a city, wherein new professions arose. Chief amongst them, a master of working with the products of livestock. With the use of hides, meat and bones, the master must now prove that he can beat those who consider minerals superior.
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Cheddarius

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Re: A Tribal Game - The Guilds
« Reply #14 on: March 20, 2010, 05:16:58 pm »

So how many units do I have? 5, with one unit being 100 people?
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