Posting as a reward to my self

Byzantine Game Checklist.

Character Creation Aid.

1- Comic Primer (A glipse of things to come)

2- Introduction to Nova Roma (NPCs, Factions, and Locations)

3- Types of Characters and Heroes

4- Brief History (Basic setting History)


GM Expectations. The first adventure has the classic mix of challenges. It is only planned later on if players want to take a strategic approach, move to the arena of politics and/or keep the basic campaign.


Wargame Plug-in? The reason I wanted a wargame aspect is because of the strength of the byzantine setting in that particular era. War is what is going on in the time line and there is no exhausting it. Why not exploit it. War games are not a bad thing, Byzantine can have a lot of RP as well as a lot of combat, and there is taking combat to the next level. Not to mention that there is so many to fight and to fight with.


In terms of complexity, when things escalate, I see the aspect of stragetic gaming and wargame to be its zenith. After the politics and skirmishes, people might want to have progressively more and more control. This eventually focuses in controlling the factors that generate the army. Of course this can be a very slow game.


The strategic game. The Idea is the Player can create a high point PC that is the leader of a household. High Point PCs in a “realistic” game load most a good number of their points in “social” advantages. This is a medium a group can run a high Powered game despite the realistic parameters. This “House” can be the focus of a lot of an adventure or campaign. Aside from its RPG use, there is a strategic challenge that allows the GM to mine it for adventures. This works in the way things don't always come down to an abstract roll, sometimes PCs have to get their hands dirty.


Sometimes you would want to have abstract rolls create some favorable conditions or open up a number of different opportunities. Your House or your Faction may want to move in a military/economic/political/ etc etc. direction. You may want to affect the game world with the use of a Dynasty instead of just a PC (enriching the game setting) at the same time challenge other dynasties for power.


Of course this aspect is still in its fetus stage. I have some abstract system based on realistic limitations on how houses can gain holdings, manpower or influence. Of course, it has to be in an easy to understand medium. I plan to use cards to represent some basic elements.


I don't know if anyone remembered the time I wanted a system that is multifaceted in a way that it allowed for strategic and war aspects. I was planning to do it with Fate and Destiny, but seeing how those dreams were quite lofty I am better off creating it for my favored system. And improving on its learnability and making it very encouraging to try. From this aspect, the only way the PCs will escalate further is through magical means or a campaign to reconquer Fallen Rome or Grander Aspirations still.












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