PBEM game : contact Gryffone for details
Scenario Specifications
Name: The Warlords Song
World: Terra Magicalis
Time Period: Modern Era
Map Size: 128x160
58 cities, 50 Ruins, 36 Sites (most in ruins)
40 original Magic Items. (32 used by scenario)
Original Character names for heros. (different languages for each
side)
8 sides using the 95 different units available in the game
All hero types used
Designed shields
Sides:
White: King Norodrak (Human barbarian kingdom)
Yellow: Harnkith Empire (Human wizards)
Orange: Bodo's Legions (Dwarf kingdom)
Red: Grumm's Punks (Orcish tribe)
Green: The Tree Clan (Forest elves)
Dk Blue: The Northern Dragon (Human invaders)
Lt Blue: The Pale Ones (Underground invaders)
Black: The Necromancer (Undead)
Large amount of mana available for all sides.
Every option able to be customized has been customized.
The scenario has been tested with 8 computer players and solo
human player
but the real test is only with 8 human players. (Nobody could
predict the
reactions of other human players)
Synopsis:
Each side starts with 1 city, a few units (and a 5th level
hero??).
Most other cities have been destroyed by the last conflict and
have to be
rebuilt. Build too many units and you won't have enough gold.
(city rebuild is 800 G)
Each side should try to find the Greater Artifact linked to their
race (in a
nearby ruin) before the other side does. Generate enough gold to
rebuilt
cities and sites. The sides are not necessarily balanced for
power but are
designed more for roleplay. Some real diplomacy might be needed.
Suggested settings for
email game:
Razing: Any time (most are already so... what a better way to
ruin your
opponents)
Discover ruins: off (combined with Hidden ruins on this forces
player to
take sages and reward options to find those goodies)
Active and Stronger neutral cities (There are a few neutral that
need this
setting. Note that computer AI doesn't understand the way i
designed these
neutrals but humans will do soon enough)
City and Army: scenario setting (of course)
Combat advisor: on
(it will be hard enough, but if played without advisor this
scenario could
be very hard)
City damage on
Diplomacy, Hidden ruins, quests, spells, merchants, mercenaries
all on
Random turn ???
Now for the interesting bits:
Combat dice 18 (favors quality)
Timed vectoring (large map up to 5 turns)
Boat penalty about 7
I know some players are able to build the ultimate combination of units and get into some really high power, huge battle type game. But.. can they survive against the odds? Can they talk their way through diplomacy. Can they rebuild their kingdom after the war? Can they play on a shoe string? The Warlords Song is the story of those kingdoms after one of those all out slaughter. Armies from all sides have razed and pillaged this part of the world with no clear winner. The leaders have retrated into their capital cities. (or what's left of them). The world of Terra Magicalis is in ruins. Now the next generation is coming of age. You are the leader of that generation. Can your bards sing the Warlords Song? YES or NO.
NB. I would like to let it run for about 10 turns
in an email game before
releasing it on the web for everybody to see (and pull apart).
The
discussion thread i was reading on Katana's forum about
the novelty gone out
of those high power online games pointing to this syndrome. (i
saw
your posts there too)
The analogie in the early D&D games was called "The
Monty Haul campaign" or
"Descent into the Glory Hole" if i remember correctly
(i still have the 1974
edition of the rules). Players and DMs thought the object of the
game was to
build up more and more powerful characters to get more and more
treasure with
no regard to roleplaying. These types of games soon became boring
and
players left.