Social Lithmore Games

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Sat Sep 17, 2011 12:53 am

So, TI focuses on Lithmore, and we have a few discussions around what the game could look like if we use things like social games, etc... for example the support system which will allow players status, etc.

I'm thinking to give players a social mini-game based on support stuff, and after some thought, I'm considering breaking up Lithmore and its surrounds into various areas, like: South side, North Lithmore, the Palace, Jaren Forest, etc. Each area would allow players to vie for control (if they want to) of the area. If they put their support towards controlling various areas of the city, we may give them special area access (like an HQ or hideout of each area) and control to special things linked to each place, like South Side might give them NPC gang members, for example, or North Lithmore money from rents.

This is just the start of an idea. Do you guys like or dislike it, or have anything to add?

Note: I distinctly want this game to be something all players can join in equally, though certain types of players may have certain types of clout. Eg, if we do break the city up like that, we might make where people's phomes are situated give the an advantage in that area or something like it. Thoughts?

Platypus
Posts: 17
Joined: Tue Sep 13, 2011 2:04 am

Sat Sep 17, 2011 1:14 am

Love the concept. The problem that jumps out at me is that territory within the city may fragment the pbase more. On the whole with careful implementation I think this is definitely a good thing.

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Sat Sep 17, 2011 1:40 am

Yeah, I think it shouldn't be exclusionary - eg, having the top influence score in an area shouldn't remove other people's opportunity to gain certain things in that area. I'm thinking perhaps with the amount of support you get, each threshold might unlock something, then something special only for the #1 ranking person that can be passed around.

Enix
Posts: 84
Joined: Wed Jan 26, 2011 12:14 am

Sat Sep 17, 2011 6:07 am

Love love love love love this idea....

Geras
Posts: 1089
Joined: Sun Sep 11, 2011 8:50 pm

Sat Sep 17, 2011 6:28 pm

What would gaining control of an area do? Who would it be open to? What would it take to control the area? Will it make sense RP wise?

I think the more fundamental question too is - will this add to, or distract from, RP?

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Sat Sep 17, 2011 6:42 pm

So, what areas of the city should we break the game up into? I don't think we should have more than 4 or 5, really. As a preliminary list to consider for shortlisting:

North Lithmore
Merchants Row
Tubortown
Charali Camp (to be built)
Jaren Forest (to be built)
The Warehouses and Docks
The University

Any other suggestions, any that you'd eliminate from consideration, etc?

Once we know which areas they'd be, we can start to think of in-theme advantages that'd be worthwhile. I'm thinking perhaps each would have 5 in-theme advantages, and if you had the top rank, you'd get all 5, then each rank beneath that of influence beneath would rope the advantages appropriate to that rank. POSSIBLE examples of advantages:

- The right to RP as if a certain area belongs to you if you rank #1
- NPCs to do your bidding
- Free RPA up to a certain level once a month
- Any other ideas specific to the above?
- Ability to bar people from the area without escort (a you-controlled Xblock?)
- Ability to charge entry fees to various places?

I think some guilds would traditionally own certain things (see Merchants Row, for example). I'm thinking of just starting the social game with their prestige in place as a sort of '0 state', but the game could change as players begin to work to shift around. Who knows? Maybe someday the thieves might own everything!

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Sat Sep 17, 2011 7:08 pm

Just noting as recommended by a player: Benefits should often be things you can share with your supporters.

Geras
Posts: 1089
Joined: Sun Sep 11, 2011 8:50 pm

Sat Sep 17, 2011 7:27 pm

Something discussed on OOC that I thought I'd post here.

1. I think these games should be based more on society than based on geography.

2. I think every game should have some balance of these three things:
i) Your "influence" level among specific group(s)
ii) Your expenditure of some limited resource (ie gold, time)
iii) Active and specific RP (ie Tenebrae gives you his/her blessing to run the slums, or Joe and Susy vote for you to do this job for the city)

The reason for 2ii is that so that there is some sort of investment on the player's part to win - ie things aren't predetermined entirely beforehand. No one is going to play a game if you know the winner in advance.

The reason for iii) is that these game should be rooted in and facilitate RP. Also, the balance of ii) and iii) means that different strategies can win.

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Zeita
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Sat Sep 17, 2011 11:22 pm

I had a brief discussion about this myself, and posited that it could also be used to represent influence among different groups, ie, rather than the place itself, various factions within the court. (Hawks, Doves, Pro-Order power, Loyalists, etc. Could work on building these if there is interest). As well as this, influence in courts and groups outside of Lithmore that could have benefits as well; the ducal courts, Vavardi merchants, Tubori smugglers/corsairs, Vandagan engineering guilds, Farin merc companies, etc.

To go with this, I was thinking that your class, your ethnicity and your guild may make it easier/cheaper to 'get in' on that group. For example, gentry should have an easier time with Vavardi merchants, as of course, should Vavardi. Whereas a Farin freeman may have better influence over other Farin factions, inside (Montford St, forex) and outside of Lithmore.

I also agree that it should represent less physical power/control over an area and more strong influence/sway over that group, which may be in a given area.

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Sat Sep 17, 2011 11:23 pm

Some ideas people have discussed just to document:

1) Leaderboards should exist for each "area", but they should be anonymous until/unless people begin to spend influence in that area (not sure if we're talking geographical or not). A low-ranking influence benefit will be knowing who is spending their influence in the area you're vying for - eg, got to be in the game to know who the other players are.
2) Support will calculate influence points, but they will be separate instances. We're considering if support should be able to be used directly to support one's self, or if not. Any opinions?
3) Differing factions with a natural affinity for a particular "thing" may be able to spend points more cheaply in a given area. For example, the merchants may get a bonus on influence output for spending it in Merchant's Row, but others wouldn't.
4) Regardless, it needs to be very clear that this is an RP system. Support should be given only with IC reasoning and possibly we should document what that reasoning is upon it being given and received. The same with influence - this system is intended to support RP and create touch points rather than become the game itself.

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