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| Tweet Topic Started: Jul 16 2017, 10:47 PM (12 Views) | |
| fearless_leader101 | Jul 16 2017, 10:47 PM Post #1 |
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Introduction Welcome to Heirs of the Empire! As some of you may know, I regularly ran a series of such games (about one a year) in the period 1998—2004, and then one more in 2007. It’s been ages since the last one (I’ve been busy studying for a Ph.D.), but I’m ready to start a new game. However, I've decided this time to bring in two Co-DMs, both of whom I've known for a very long time. They've played in some of the PBEMs of the past, but generally they've only made appearances in the games I've run. Our general style is one that encourages role-playing. While there are a fair number of house rules and the like, we encourage “outside-the-box” thinking in which players pursue options not necessarily covered by the rules. I’m trying to take my inspiration from the early PBEMs, particularly Darkstar’s original game, which were character driven and with rules that existed to provide a framework for play. We actively encourage creativity in this regard, employing actions in creative ways to achieve interesting ends. That said, the rules exist for a reason, so trying to achieve a goal with means outside the scope of the rules when a rule already exists for that situation is not likely to succeed. Similarly, we tolerate multiple styles of play, strategies, and objectives. If you want to run a diplomacy game, or a “building” game, or a war game, then we encourage you to do so. Be advised, however, that everyone else, PCs and NPCs, have their own objectives, ambitions, and styles, which will necessarily conflict with your own. This engenders the conflict that is at the center of the game, and our aim is to run a “full-spectrum” game in which conflict arises due to the clash of armies, realms, ideas, in-character social dramas and personality types, and so on. The game takes place in Anuire. Although Anuire is probably overplayed compared to the other regions, it’s still the best region for PBEM play and for creating a sense of community among the players. (Aside from one or two cases that I can think of off the top of my head, I don’t think the areas outside of Anuire have really been PBEM’ed since 2003 or so… such is life). The basic rules system should be familiar to you all. In the past, my rules sets were either moderately modified systems based on the BR box set or the d20 BRCS. Now, the rule set is a modified form of the system used in many of the current games. While there are modifications, some major and some minor, any basic familiarity with Birthright rules is sufficient. Emails We prefer that you use your private forums for communication with the GMs. Diplomacy will be a mainly email-driven affair. Please CC your diplomacy to your regional DM. If you have business with a PC or NPC working under another DM, CC both DMs. Unless we receive your diplomacy, we assume your diplomacy didn't happen and act accordingly ("I'm sorry my liege, but the orders to move our armies alongside our allies were never received!") Please use the subject [HotE] for all game related correspondence. In all likelihood, we will be skimming the diplomacy. If your email requires DM attention, make that clear in the subject line. Forum usernames Please use the following format when setting up your forum account. domain - character name For example: Diemed - Heirl Diem |
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| fearless_leader101 | Jul 16 2017, 11:01 PM Post #2 |
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Administrator
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Changes to Rules and Setting o The character system has been revised. While some of the revisions aren’t new for some, they are indeed new for me --- each of my past games relied on the D&D system. Basically, we modified a form of the character system used in many present games. There is a new set of blood powers, which will give various and sundry benefits to domain rulership and battle participation. o There’s an all new battle system we developed (mainly written by one of the Co-DMs). It’s designed to resolve battles quickly and efficiently, yet preserves the dynamism of strategy, tactics, and character participation. Having your characters participate in battles is one good way to achieve a decisive advantage. o One of the biggest changes we’ve made to the overall rules is the introduction of more character actions --- this should give players more things to do with their characters, and some other strategies to explore. o Similarly, some structural changes in the way RP is spent, and some other changes, should help to prevent scenarios wherein domains accumulate massive resources because they have nothing to spend them on, thus propelling massive Turn 1 wars and the like. While nothing stops you from accumulating resources if you want, there should also be many items out there demanding your attention. |
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| fearless_leader101 | Jul 16 2017, 11:03 PM Post #3 |
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Administrator
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Game Tone This PBeM engages the full spectrum of play, with equal emphasis on politics and strategy on one hand, and characterization and roleplaying on the other (notwithstanding the use of a character system that is simpler than D&D). Some games dispense with one element or the other, such that they are entirely a strategy game, or entirely a roleplaying message board. Strategic choice and gameplay will come not only from the reality of politics, the position of armies, the size of treasuries, but also from the character driven decisions based upon backgrounds, social dramas on and off the message boards, and the clash of ideas and personalities. While there are of course rules, we encourage people to "push the limits" and try to do things not covered in the rules, or to accomplish things in unusual ways. Note, however, that we will generally not allow courses of action that try to short-circuit a simpler rule (for example, don't try an adventure or character action designed to affect another PC's holding when a contest action will do). What this game is: A game that is basically a "sandbox" style PBEM. There is no plot arc. You set your own agenda. A full spectrum RPG, assumed to exist in a living, breathing world with a long history and a presumed future after the end of the game. One in which the central drama of the game is conflict broadly defined, embedded in a medieval-like context. This could be military conflict, political conflict, social conflict, or the conflict of character personalities and ideas. One in which the players are encouraged to undertake actions that generate play. We're looking for a highly active game here, and so actions that generate new plots, new dramas, new conflict, and new chains of events are highly valued. One in which actions have consequences. One that exists in the context of a rare-magic, gritty world where morality is only occasionally black and white. One in which every effort will be made to streamline rules and make things easy on the DMs, such that they can focus on the truly fun parts of the game. What this game is not: One in which war, inter-player conflict, and argument is somehow discouraged. This is a Birthright PBeM, not a D&D game where you're all part of the same party. On the other hand, this game is not one in which success is only defined by cutthroat betrayal, the armed conquest of lands or the accumulation of material power (although it can be these things; you can define your own form of success). Sometimes maintaining the status-quo or even surviving is success. Again, this Birthright, not Risk. One in which conflict is somehow minimized and players only build their holdings. Again, this is Birthright, not Civilization. Even if you define success in such terms, or in terms of social drama, you should expect your ambitions and ideas to clash with others, producing conflict (possibly even military conflict). One in which players with strategies and styles different from yours are somehow in the wrong. One in which all the PCs are apart of the same party, with common goals and a desire to minimize differences. Players pursuing a particularly aggressive or Machiavellian strategy are NOT assumed to be working at cross purposes to the game and the other players. Keep in mind the following general rules: GENERAL ORDER NUMBER ONE: IT'S ONLY A GAME. HAVE FUN. GENERAL ORDER NUMBER TWO: THOU SHALL NOT WHINE. GENERAL ORDER NUMBER THREE: COMPLAINTS ABOUT OTHER PLAYERS ARE BETWEEN YOU AND THE GAMEMASTER(s) ONLY. GENERAL ORDER NUMBER FOUR: A DM's WORD IS FINAL. |
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6:54 PM Jul 11