Webdiplomacy Fantasy Simulator I Sign Up
Posted: Thu Jun 14, 2018 3:43 am
Webdiplomacy Fantasy Simulator I
<Lords of the Barony>
Rodoripol was a beautiful world of immense discovery. Jagged peaks, sprawling forests, and a great desert. Control of Rodiripols resources is divided among many city states, kingdoms and warlords.
Q: What is Webdiplomacy Fantasy Simulator?
A: Simulators are a forum based policy driven game. Forum members play a character and act as policymakers for a barony. Resource Management, crisis handling, marriage, worker allocation, discovery, and militarism are all duties of the Lords of the Barony.
Q: What are the mechanics? How do you play?
A: Lords of the Barony choose a character, each phase is 48 hours. The phases will consist of discussing what the Barony should do, what to research, what to invest in, what to build, whom to trade with. Where to send scouts or units, and what role religion will play in your barony. To make a proposal use twin ocothorpes.
##Proposal 1.0 : Establish a Religion (for example) (You would then describe the tenants of this faith and its role)
Why do I want a Religion:
Without faith your colony dies.
If you reach 0 faith, your populace rises against you.
Why do I want food:
If you reach 0 food you lose.
Why do I need population:
If you have no citizens or less than 100, you lose. Each phase the colony grows by randomization, factors you control, and factors caused by other kingdoms.
Why do I need Gold:
To estimate Barony purchasing power, invesement and taxes collected. If you are not solvent, morale will fail.
Morale:
Morale measures citizens happiness. If it reaches 0 you lose.
Health:
If your colony reaches 0 Health you lose.
Crisis Card:
Each phase a Card is drawn on a 1-100 difficulty rating. 100 is the highest and worst possible situations. High level crises can cause immediate colonial barony attacks, disease, drought, invasion or a baron dying. If a player dies he may rejoin the game as a slightly diminished version of himself if raised from the dead by a High Priest. You nay be raised a random amount if times that only the GM knows.
Example crisis card:
67/100 (over 50% indicates a negative event)
A troll has attacked a farm north of the barony. The locals call for aid.
Send troops to kill the troll
Send a fellow Lord to fight the troll
Attempt parlay
Ignore (-2 morale)
In this case the council chooses B. They send Arthane, a Ranger and several archers to kill the Troll.
Result of Crises: Arthane uses his once per phase ability to track and he is able to lead a force to destroy the threat. As a result farmers north of the barony join you for protecting them and offer +1 food per phase.
When does a crisis resolve?
All crises resolve fully in the phase drawn. A solution must be voted on during the phase. Once any vote on a crisis reaches a majority of approval from players, it triggers the result in game. Failure to resolve a crisis makes it trigger the highest negative option.
What if I want to go off on a solo adventure?
You can, as a player explore, go on missions and talk to people privately. There will be guest players and actors, and myself playing various roles during this game
All character NPCS will be resolved on discord. Or in thread itself. I tend to play many characters so take notes.
Is there construction options?
Yes every phase you may build.
Structures will have build costs.
For example a farm will cost you 200 wood and 30 workers.
Those workers must stay at their farm to produce food each phase. A farm will add +1 food to the barony.
If you wish to build a more powerful building that gives you new units or abilities,like a Mages Tower, youd need a unique mineral, mages, gold, stone, and 200 workers.
Is there science and research like in Civ6?
Yes. You research each phase. You asa council must choose what to research.
Example Level 1 Research:
Sheaf Arrows: your barony will produce higher quality arrows that can peirce armors.
Renown: You earn +1 morale for each luxury.
Burial Rights: Founds a Religion. Adds +1 Faith and allows construction of a shrine.
Guild: Establishes a county wide network of spies and thieves that add +1 Gold or they can attempt to infiltrate, steal, assassinate neighboring barons.
Barbarism: Establishes a local presence of Barbarians who will defend the barony and kill magic using creatures.
Mages Guild: Allows you to recruit from a school of magic users if your choice.
Evokers
Enchanters
Conjurers
Illusionists
Abjurers
Necromancers
Transmutationists
Alterers
Invocation
How do I choose my faction/Barony:
There will be 3 options to choose from at start of game?
When does this Start:
Mid-Late June later or sooner based on demand/interest level.
How do I get involved:
You may sign up below, or message me on discord as a volunteer to co-gm or to be an Actor/NPC in the storyline.
Sign up
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Once 8 people sign up there will be random characters to pick from, and players may opt to select characters.
<Lords of the Barony>
Rodoripol was a beautiful world of immense discovery. Jagged peaks, sprawling forests, and a great desert. Control of Rodiripols resources is divided among many city states, kingdoms and warlords.
Q: What is Webdiplomacy Fantasy Simulator?
A: Simulators are a forum based policy driven game. Forum members play a character and act as policymakers for a barony. Resource Management, crisis handling, marriage, worker allocation, discovery, and militarism are all duties of the Lords of the Barony.
Q: What are the mechanics? How do you play?
A: Lords of the Barony choose a character, each phase is 48 hours. The phases will consist of discussing what the Barony should do, what to research, what to invest in, what to build, whom to trade with. Where to send scouts or units, and what role religion will play in your barony. To make a proposal use twin ocothorpes.
##Proposal 1.0 : Establish a Religion (for example) (You would then describe the tenants of this faith and its role)
Why do I want a Religion:
Without faith your colony dies.
If you reach 0 faith, your populace rises against you.
Why do I want food:
If you reach 0 food you lose.
Why do I need population:
If you have no citizens or less than 100, you lose. Each phase the colony grows by randomization, factors you control, and factors caused by other kingdoms.
Why do I need Gold:
To estimate Barony purchasing power, invesement and taxes collected. If you are not solvent, morale will fail.
Morale:
Morale measures citizens happiness. If it reaches 0 you lose.
Health:
If your colony reaches 0 Health you lose.
Crisis Card:
Each phase a Card is drawn on a 1-100 difficulty rating. 100 is the highest and worst possible situations. High level crises can cause immediate colonial barony attacks, disease, drought, invasion or a baron dying. If a player dies he may rejoin the game as a slightly diminished version of himself if raised from the dead by a High Priest. You nay be raised a random amount if times that only the GM knows.
Example crisis card:
67/100 (over 50% indicates a negative event)
A troll has attacked a farm north of the barony. The locals call for aid.
Send troops to kill the troll
Send a fellow Lord to fight the troll
Attempt parlay
Ignore (-2 morale)
In this case the council chooses B. They send Arthane, a Ranger and several archers to kill the Troll.
Result of Crises: Arthane uses his once per phase ability to track and he is able to lead a force to destroy the threat. As a result farmers north of the barony join you for protecting them and offer +1 food per phase.
When does a crisis resolve?
All crises resolve fully in the phase drawn. A solution must be voted on during the phase. Once any vote on a crisis reaches a majority of approval from players, it triggers the result in game. Failure to resolve a crisis makes it trigger the highest negative option.
What if I want to go off on a solo adventure?
You can, as a player explore, go on missions and talk to people privately. There will be guest players and actors, and myself playing various roles during this game
All character NPCS will be resolved on discord. Or in thread itself. I tend to play many characters so take notes.
Is there construction options?
Yes every phase you may build.
Structures will have build costs.
For example a farm will cost you 200 wood and 30 workers.
Those workers must stay at their farm to produce food each phase. A farm will add +1 food to the barony.
If you wish to build a more powerful building that gives you new units or abilities,like a Mages Tower, youd need a unique mineral, mages, gold, stone, and 200 workers.
Is there science and research like in Civ6?
Yes. You research each phase. You asa council must choose what to research.
Example Level 1 Research:
Sheaf Arrows: your barony will produce higher quality arrows that can peirce armors.
Renown: You earn +1 morale for each luxury.
Burial Rights: Founds a Religion. Adds +1 Faith and allows construction of a shrine.
Guild: Establishes a county wide network of spies and thieves that add +1 Gold or they can attempt to infiltrate, steal, assassinate neighboring barons.
Barbarism: Establishes a local presence of Barbarians who will defend the barony and kill magic using creatures.
Mages Guild: Allows you to recruit from a school of magic users if your choice.
Evokers
Enchanters
Conjurers
Illusionists
Abjurers
Necromancers
Transmutationists
Alterers
Invocation
How do I choose my faction/Barony:
There will be 3 options to choose from at start of game?
When does this Start:
Mid-Late June later or sooner based on demand/interest level.
How do I get involved:
You may sign up below, or message me on discord as a volunteer to co-gm or to be an Actor/NPC in the storyline.
Sign up
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Once 8 people sign up there will be random characters to pick from, and players may opt to select characters.