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Rules of combat; Originally by: MomoCarlile
Topic Started: Sep 2 2017, 03:49 AM (62 Views)
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Thuya post_id=672 time=1461710656 user_id=74
 

Well, I would start with a map, have some basic geography there and name the rivers, mountians and forrests while you go along. Then have something of a rule that armies move one region per 'turn'; Plans need to be layed out first, then counter plans are written. Then something happens so combat is resolved


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MomoCarlile post_id=673 time=1461710754 user_id=71
 

"Thuya"
 
Well, I would start with a map, have some basic geography there and name the rivers, mountians and forrests while you go along. Then have something of a rule that armies move one region per 'turn'; Plans need to be layed out first, then counter plans are written. Then something happens so combat is resolved

So for now we wait for the cartographer


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Thuya post_id=674 time=1461710786 user_id=74
 

or create a role play map yourselves?


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MomoCarlile post_id=675 time=1461711032 user_id=71
 

"Thuya"
 
or create a role play map yourselves?

I guess. Like create the map of your country


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Thuya post_id=676 time=1461711093 user_id=74
 

I would first create an overall one. Maybe warring nations can build it otgether or something? It's not easy to do and it would take a lot of time.


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Bentonera post_id=677 time=1461711148 user_id=80
 

What about, you both get the exact same budget and you can do what you want with it, but each unit costs a certain amount, like; General infantry = $100 etc.
Just a thought


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MomoCarlile post_id=678 time=1461711248 user_id=71
 

"Bentonera"
 
What about, you both get the exact same budget and you can do what you want with it, but each unit costs a certain amount, like; General infantry = $100 etc.
Just a thought

So more like a risk style game to begin then role play with what you have. Sounds interesting. Or everybody starts with their military budget to purchase what you will and go from there


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Thuya post_id=680 time=1461711722 user_id=74
 

There are loads of options but the warring parties must agree to do it that way first. i don't know if everyone would be interested in doing it that way. I would do it like that because if there are no rules, people tend to describe outcomes they can't reasonably expect.

I would:


  • create a map
  • set the time period and available 'units' for both warring nations
  • create basic movement rules
  • create a basic combat system (or have someone judge the battle plans, like in classic tabletop rpgs)
  • roleplay my own nation and leave outcomes to the judge or the combat system


This might not be a full list but without some agreements on this, rpgs will spiral out of control imo.


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MomoCarlile post_id=681 time=1461712129 user_id=71
 

"Thuya"
 
There are loads of options but the warring parties must agree to do it that way first. i don't know if everyone would be interested in doing it that way. I would do it like that because if there are no rules, people tend to describe outcomes they can't reasonably expect.

I would:


  • create a map
  • set the time period and available 'units' for both warring nations
  • create basic movement rules
  • create a basic combat system (or have someone judge the battle plans, like in classic tabletop rpgs)
  • roleplay my own nation and leave outcomes to the judge or the combat system


This might not be a full list but without some agreements on this, rpgs will spiral out of control imo.


I think either a judge or an offsite third party program would be the most fair, that is until we can create our own system that is accepted by everybody. Or maybe create the system and give it to a neutral third-party so that we can insure results aren't forged by either party


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Thuya post_id=682 time=1461712344 user_id=74
 

Well yes. But like I said before, there's no point doing it like this if parties don't agree to do it like that.


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