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Potential System Aspects.
Topic Started: Sep 15 2011, 10:31 PM (117 Views)
CloudShadow
Administrator
[ *  * ]
// A list of potential system aspects.

  • Expanding the territory of the Town/City
  • Walls of the Town/City
  • Crafting Buildings
  • Creating Organizations
  • Magical Effects throughout the City (Large Scale magical effects that impact the city)
  • Magical Effects centered on specific areas (Small scale magical effects on a single room or building)


// A list of specific things to be done in the system

  • Upgrading an Organization
  • Upgrading the Keep/Castle/Fortress
  • Upgrading Magical buildings (Magical Academies, Temples, holy sites, etc)
  • Upgrading Walls and defensive enchantments


Obviously having upgraded the town/city/keep/fortress/castle will have to provide some kind of benefits. Perhaps by upgrading the magical academies, for example, your wizards will have access to greater chances to successfully learn a spell, scry successfully or something like that. Upgrading a specific temple will give bonuses to healing or something to that effect, based on level, or perhaps the ability to produce potions more effectively depending on the type of upgrade you get. So we need to think of the really big impressive, as well as small and important, benefits that you'd get for having each type of building to start with, as well as how to price them, etc.

A way to get customized benefits with their own research and stuff like that.
Edited by CloudShadow, Sep 15 2011, 11:24 PM.
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karak
Newbie
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I really love the idea of players being able to create something from the ground up. That's why I have had an idea for a campaign where the party members would be partially funded (and have to earn the rest of the money) to build a castle somewhere as an outpost or first defensive line. The party would then be responsible for defending and maintaining the castle. I like what you're trying to do here because it takes that concept and then blows it up to a much larger scale.

I have not had much time to think about my campaign concept as my mind has been otherwise occupied lately. However there are a few simple things that I have managed to think of so far (some of these could easily apply to other buildings).


  • Having some source of income. Some examples: a mine, a farm, a lumber mill, or selling goods (though that would require raw materials).
  • Benefits to having a source of raw materials could come in the form of reduced building costs. Example: building near a mountain and setting up a mining operation could reduce the cost of walls as you have your own source of stone.
  • Having guards or troops of some kind to help you defend your castle. This allows you to throw larger numbers of enemies against castle when it is under attack.


As far as upgrades go:


  • Starting simple with wooden walls and/or buildings and then building up to stone or other fancier materials. This is particularly useful if a building is needed now but you are building near a forest and stone is harder to come by.
  • Having certain buildings or upgrades available only when certain other requirements or materials are met, similar to how most RTS games are run.


Some specific upgrades/buildings could possibly include (remember that most of my thinking was for castles:

  • Towers, mostly for archers/lookouts. But could be put to multiple uses.
  • Different types of entrance gates (wooden doors, portcullis, drawbridge, etc.).
  • The ever classic moat.
  • Different sized rooms or staple necessities (kitchens, dinning rooms, etc.)


It's not much but that's where most of my thinking centered, I hope it helps give you some ideas.
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CloudShadow
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Actually it does kind of give me an idea, one for an entire campaign at that. One that would essentially use both the idea of focusing it around one building to start with (your idea) and later on expand into going into a small town or something (my idea).

Essentially it would be like you said. Be partially funded to build some kind of an outpost at specific location, mostly to protect a small mining camp, grouping of farms in an area where it's hard to farm, or some other natural resource. You start off with essentially a small wooden outpost, basic wall, maybe a single watch tower or something like that.

As the campaign progresses your 'important position' becomes more important for one reason or another. Maybe it's come to the attention of some enemy of the state that you're guarding one of the most profitable or useful mines in the area. Maybe it's that you have one of the only mines that can produce food all year round. Maybe it's something else entirely, or maybe they just don't like your face. Irrelevant to me. The position starts coming under heavier attack, or will come under heavier attack.

So eventually to hold this position they're forced to invest more readily into it. Between the profits of the resource you hold and small batches of funding from outside investors and the military you get to pick and choose a hand crafted fortress, eventually more people start coming to work and live and defend the place, etc. Bam, eventually this once isolated location becomes a small town with a fortress, and after that a small city, etc, etc, with a Castle being the last thing you could complete because... lets face it, they take FOREVER to build.

Thoughts?
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CloudShadow
Administrator
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Watch Tower Upgrades

  • Height - provides further visual distance
  • Materials - Upgrade the material that it's made from, making it more durable against the weather, as well as a better defense (Wood -> Stone -> Iron, etc)
  • Accessories
    • Bell - Ring to draw attention to the tower for one reason or another, size determines the distance the sound travels.
    • Warning Fire - Light the fire to alert for incoming dangerous more effectively.
    • Protective walls - Provides a small wall that the person in the tower can duck behind to protect them from the elements or ranged offensives. The amount of defense the wall provides is dependent on the type of material it is made of.
    • Zip line - Allows quick travel to another, lower, location more quickly than running could.
    • Weaponry - Some very important Watch Towers may have their own form of siege weaponry, albeit much smaller than their standard sized counterparts. Though not as damaging they're still quite a potent force for places that can't spare a spell caster of some manner, and are quite capable of inflicting a large amount of damage and breaking the charges of unwary invaders or beasts.
    • Customized upgrades - vary depending on the area and the people backing them, but some watch towers have some totally unique upgrades to meet specific requirements of the group that created it.
Edited by CloudShadow, Sep 19 2011, 10:25 PM.
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CloudShadow
Administrator
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Wall Upgrades

  • Height
  • Thickness
  • Materials - Upgrade the material that it's made from, making it more durable against the weather, as well as a better defense (Wood -> Stone -> Iron, etc)
  • Accessories
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CloudShadow
Administrator
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Table 1-1: Climate Terrain/Type Modifier to Stronghold Price

These price adjustments reflect the costs to bring raw materials to you, keep works and the under-construction stronghold safe, access to raw materials, and the general surrounding area (Not the immediate area that your stronghold is built on. An Island stronghold would be Aquatic Terrain, since it is surrounded on all sides by water).

Choose 1 Climate (Cold/Temperate/Warm) and then choose 1 Terrain Type (Aquatic/Desert/Forest/Hill/Marsh/Mountains/Plains/Underground/Exotic/Mobile). Do not choose a climate if you plan to have an Underground stronghold. If you are building your stronghold in a particularly unusual location (Another Plane, limbo, Clouds, Etc) use the Exotic Terrain Type - the price increase reflects the special precautions that have to be taken during construction.

Climate/Terrain Type
Price modifier
Special
Cold+5%-50% to cost of ice walls
Temperate+0%N/A
Warm-5%N/A
Aquatic+15%N/A
Desert+10%N/A
Forest+0%-10% to cost of wood walls
Hill-5%N/A
Marsh+10%N/A
Mountains+0%-5% to cost of hewn stone walls
Plains-5%N/A
Underground+10%Hewn stone walls are free
Exotic+15%N/A
Mobile-5%N/A
Edited by CloudShadow, Oct 7 2011, 07:57 PM.
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CloudShadow
Administrator
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Table 1-2: Nearby Features

These features are features that immediately impact the area around said fortress.

CharacteristicsModifier
Natural feature that impedes normal movement+2%
Natural Feature that prohibits normal movement+4%
Natural feature that makes attacking easier-2%
Site under legal dispute-5%
Site in lawless area-10%
Site controls income source+10%
Nearby potential income source+5%
Site hidden from long-range observation+5%
Enemy Lair NearbySpecial


Monster Lair Nearby: To earn any kind of price break for this feature the Enemies must actually be enemies, at least to start with.
Edited by CloudShadow, Oct 7 2011, 08:02 PM.
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