Post by Tout-Perd on Jun 11, 2012 18:51:07 GMT -5
Mind you, Post Race VI is a long ways off. It’ll most likely turn up some time this winter, but I’d like to get my act together and have it prepared, so it’s not thrown together on the fly, or even *gasp* somebody else could run it as host. I’m just trying to hash this all out and run it past you all ahead of time.
The setting for Post Race VI will be the Old World right before the Renaissance, with the racers competing to bring silk from China back to France/Britain (I’m still deciding) to earn the favor of their ruler.
I have two big changes in mind for Post Race VI, and I wanted to run them past you all to see if you had any suggestions or ideas to give me. So far, my favorite part of this idea came from a suggestion, so I’m certainly open to hearing more.
Firstly, each player will start the game with 5 Rolls of Silk. When a player dies, they’re cashed in for 1 EP apiece. If the player places third, they’re worth 3 EP each, and second, they’re worth 5 EP each. The first place player receives 1 EP for every racer, per each Roll of Silk. Some of these can be lost to other players or hazards along the way, meaning a player could end the game with a lot fewer or greater than five. This means that the winnings, for the first time, won't just be based on rankings, but also to a degree, player skill. I liked seeing how the challenges worked in the Mole, allowing the players to sacrifice rewards in return for safety on occasion, and I think adding a decision like that to Post Race could be pretty cool.
As the purpose of the race is to bring the silk back to Europe, any player without Rolls of Silk instantly drops out of the race.
The other idea, and likely much more controversial, is that I would like to add roles to Post Race. Each player would get to pick one at the start, and would get little perks along the way from it. The roles I've thought of so far are listed below, and I'd like suggestions from the rest of you as to other roles that could fit in, or modifications to balance out the existing roles.
-Hunter: This player is well-versed In traversing the wilderness and setting traps.
Once per game, they may PM the host the name of another player to trap, or a specific place in the order (e.g. 5th, 6th) to trap. That player is treated as placing one spot lower in the ongoing lap. (So a Trapped fourth place player would place fifth)
(When trapping a place, only the first player to end up in that spot is Trapped)
-Cartographer: This player has become familiar with the many locales along the Silk Road, and knows what to expect.
This player is warned about all posting limitations one lap in advance, via PM.
-Healer: This player is experienced in easing suffering for themselves and those around them.
A total of twice per game, the Healer may choose themselves or another player, and the selected player is immune to the posting limitations of that lap.
(Other issues encountered, such as Taxation, Duels, Traps, etc. still apply to the player.)
-Knight: This player is a warrior, capable of making honorable challenges against others.
Once per game, the Knight may name another player and challenge them to a duel (this must be posted in the race itself). On the next lap, whichever of the dueling players places lower dies.
(If the challenged player places higher, the Knight dies)
-Minstrel: This player’s poetry and songs tend to help them pick up a little extra travelling money.
The minstrel must always post in the form of a poem or couplet. Provided they do so once per lap, they earn 1 EP.
(The Minstrel can post without a poem, and still have it count that lap. Their post with a poem does not have to be their first post for that lap.)
-Prophet: This player receives glimpses of the future from some higher power.
Whenever a new lap is about to start, the Prophet receives a PM from the host. The PM is a number of minutes before the lap equal to the current number of non-Prophet players.
(So, assuming 12 other racers, they’re warned twelve minutes in advance. If only one other player, they only receive the warning one minute in advance.)
-Nomad: This player is from a wandering tribe, and cares little for the decorum or laws of European society.
A Nomad may not be challenged to a Duel, ignores Traps, and may not be Taxed.
-Brigand: This player is unscrupulous, and not above looting their fallen competitors.
Whenever a player dies, the nearest Brigand takes one of their Rolls of Silk.
If there is a Brigand on either side of a dying player (such as one killed in a duel), they each get one, with the higher placing one taking priority.
-Noble: This player has noble title, and uses it to bully the other players into paying a tax.
Every even numbered lap, the Noble takes a roll of silk from the nearest player behind them.
Those are all the roles I have figured out so far. I'd like to have at least one more, to give us a nice, even ten roles for people to choose from. I'm hoping to create the perfect post race for this next time through, prewriting out the challenges and course in advance to save time. I'm hoping that I can pull it all together, but I know I need help from all of you to really make this idea shine to its fullest.
The setting for Post Race VI will be the Old World right before the Renaissance, with the racers competing to bring silk from China back to France/Britain (I’m still deciding) to earn the favor of their ruler.
I have two big changes in mind for Post Race VI, and I wanted to run them past you all to see if you had any suggestions or ideas to give me. So far, my favorite part of this idea came from a suggestion, so I’m certainly open to hearing more.
Firstly, each player will start the game with 5 Rolls of Silk. When a player dies, they’re cashed in for 1 EP apiece. If the player places third, they’re worth 3 EP each, and second, they’re worth 5 EP each. The first place player receives 1 EP for every racer, per each Roll of Silk. Some of these can be lost to other players or hazards along the way, meaning a player could end the game with a lot fewer or greater than five. This means that the winnings, for the first time, won't just be based on rankings, but also to a degree, player skill. I liked seeing how the challenges worked in the Mole, allowing the players to sacrifice rewards in return for safety on occasion, and I think adding a decision like that to Post Race could be pretty cool.
As the purpose of the race is to bring the silk back to Europe, any player without Rolls of Silk instantly drops out of the race.
The other idea, and likely much more controversial, is that I would like to add roles to Post Race. Each player would get to pick one at the start, and would get little perks along the way from it. The roles I've thought of so far are listed below, and I'd like suggestions from the rest of you as to other roles that could fit in, or modifications to balance out the existing roles.
-Hunter: This player is well-versed In traversing the wilderness and setting traps.
Once per game, they may PM the host the name of another player to trap, or a specific place in the order (e.g. 5th, 6th) to trap. That player is treated as placing one spot lower in the ongoing lap. (So a Trapped fourth place player would place fifth)
(When trapping a place, only the first player to end up in that spot is Trapped)
-Cartographer: This player has become familiar with the many locales along the Silk Road, and knows what to expect.
This player is warned about all posting limitations one lap in advance, via PM.
-Healer: This player is experienced in easing suffering for themselves and those around them.
A total of twice per game, the Healer may choose themselves or another player, and the selected player is immune to the posting limitations of that lap.
(Other issues encountered, such as Taxation, Duels, Traps, etc. still apply to the player.)
-Knight: This player is a warrior, capable of making honorable challenges against others.
Once per game, the Knight may name another player and challenge them to a duel (this must be posted in the race itself). On the next lap, whichever of the dueling players places lower dies.
(If the challenged player places higher, the Knight dies)
-Minstrel: This player’s poetry and songs tend to help them pick up a little extra travelling money.
The minstrel must always post in the form of a poem or couplet. Provided they do so once per lap, they earn 1 EP.
(The Minstrel can post without a poem, and still have it count that lap. Their post with a poem does not have to be their first post for that lap.)
-Prophet: This player receives glimpses of the future from some higher power.
Whenever a new lap is about to start, the Prophet receives a PM from the host. The PM is a number of minutes before the lap equal to the current number of non-Prophet players.
(So, assuming 12 other racers, they’re warned twelve minutes in advance. If only one other player, they only receive the warning one minute in advance.)
-Nomad: This player is from a wandering tribe, and cares little for the decorum or laws of European society.
A Nomad may not be challenged to a Duel, ignores Traps, and may not be Taxed.
-Brigand: This player is unscrupulous, and not above looting their fallen competitors.
Whenever a player dies, the nearest Brigand takes one of their Rolls of Silk.
If there is a Brigand on either side of a dying player (such as one killed in a duel), they each get one, with the higher placing one taking priority.
-Noble: This player has noble title, and uses it to bully the other players into paying a tax.
Every even numbered lap, the Noble takes a roll of silk from the nearest player behind them.
Those are all the roles I have figured out so far. I'd like to have at least one more, to give us a nice, even ten roles for people to choose from. I'm hoping to create the perfect post race for this next time through, prewriting out the challenges and course in advance to save time. I'm hoping that I can pull it all together, but I know I need help from all of you to really make this idea shine to its fullest.