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A New History of Midgard?
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Factional Redesign of The...
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Population centers
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NPC Factions and NPC's
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Where do you hail from?
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Factions and how to preve...
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Blood & Fire as a NPC Boo...
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Factional Offices
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There's been a lot of qui...
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Factional Redesigns
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01-09-2020, 11:43 PM
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Brick Population centers
Posted by: DreamWeaver - 01-15-2020, 12:04 AM - Forum: Midgard - Replies (9)

Some thoughts on Population centers within the game, I think this should be considered to make more options for the players to deal with.

Population centers:

- Village: No annex within the pop, but can have population of under 1,000, as well as (1) Edu Bldg, (1) Cul Bldg, (1) Armory, (1) Guild Hall, it has No defenses. Dedicatd to just one faction that controls it.

- Fort: (1-5) Annexs within the pop, but can have population of between 1-5000 as well as (1) Edu Bldg, (1) Cul Bldg, (1) Armory, (1) Guild Hall, up to the number of each equal to the number of annexes. The pop center usually has Towers, walls, and Hedge Hogs. Dedicated to just one faction that controls it. Can have one office/temple of what ever faction that controls the pop center.

- City: (6+) Annexes within the pop, but can have population 6000+ within the pop, but can have population 6000 plus equal to the number of annexes. The city is open to have up to one city buildings per annex the city has. They can also have factional offices/temples of any faction that is allowed.

-Perserv: These pop centers are usually a supper structure that encircles (9) hexes square. One hex inside the cube is the city and the others can be developed as desired. Usually there are 25+ annexes with population of 25k+ pop. Usually these are dedicated to just one faction, and only they can enter that protected pop center. These should not just Imperials, but open to all factions.

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  Blood & Fire as a NPC Boogieman faction
Posted by: DreamWeaver - 01-12-2020, 07:59 AM - Forum: Midgard - Replies (1)

Hello Everyone, I feel that to give the game a mega Evil Boogieman, we should have the Blood & Fire as a NPC faction.

I feel the B&F should be thought of a off-shoot of the Barbarian that worship the old Gods, and make them similar to the Celts. They could be mostly found in the forest lands of the south of Midgard, and are not really understood. They seem to fight with everyone, and they especially hate any of the One True God religious faith (Banner, Gift, Ring).  They are said to be Pure EVIL! Not much is known about them, except that you need to stay away from their lands or you disappear.

Here is a great link from a movie that I feel shows them perfectly:
The Evil B&F

[Image: B-F-01.png] 
[Image: B-F-02.png]
[Image: B-F-04.png]
[Image: B-F-05.png]

They are a cousin to the Barbarians, call them more like the Skelts from Midgard USA version of the game. A Sudo Religious faction that worship the Old Gods of Nature but are extremely hostel to anyone that treads on their lands or try to spread their ways into their realm. They are greatly feared and people hide in fear when they are around.

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  NPC Factions and NPC's
Posted by: Steve Kort - 01-10-2020, 04:49 AM - Forum: Midgard - Replies (17)

Pirates
Bandits
Heretics

All of these would be generic enemies but as I mentioned before some of these would be of more concern to some factions than others.  Meaning certain factions would pay bounties for there capture or death.  These also make for great targets for players to practice their combat skills in the game.  They also could make a good way for clans to gain a reputation in the area and be looked open favorably by the locals.

Despite your thoughts on factions and players in each faction those things will vary through out the life of the game people will come and go from the game and they will drop and add clans.  You may have a huge number of Imperials at one time and virtually no Boda, then it may slowly change and become just the opposite.  Players may become bored with certain factions and completely move to another.   These are things no one in the game can control.   Your best bet is to make sure there are plenty of factions with lots of variety for people to play and stay around in the game.

Also for game balance at times you may need to place NPC factional clans around to help defend things or just for targets for enemy factions.  This may be greatly necessary if a faction ends up with a small number of clans for you to keep game balance, but again this will depend on numbers.  The key is that things must be done from time to time to add variables and new challenges in the game to keep players interested and give them new goals to be met.

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Brick Factional Offices
Posted by: DreamWeaver - 01-10-2020, 03:43 AM - Forum: Midgard - Replies (3)

At game start we will have (7) factions within the game that players can play within.

These faction are:

Imperials   Imperial Legate
Boda         Boda Armies
Getham     Getham Trade Office
Roder        Roder AG Station
Banner      Banner Temple comlex
Gift           Gift Temple complex
Ring          Ring Temple complex

Now they all share a few elements, and with each factional office/temple added the benefits increase:

A)- With each added office/temple adds 1000 factional influence to the city
B)- Provides some benefit to the city depending on the specific faction it belongs too.
C)- Each office/temple has 100 staff, and adds 100 population to the city size
D)- Out of those 100 staff, 50 do factional work and 50 join a regiment that is attached to the city as long as the offices/temples stay open and within the city. These regiments will do a specific job for the city and armed depending on the specific faction. As more of the offices/temples are added they jus keep adding to their regiment size Ex: (6) offices x 50 = 300 men

Faction Office/Temple regiments defined:

**Faction***Order***************************Armed
Imperials   GRD/A  (guard the admin buildings)       HI
Boda          GRD/G (guard the command structure)   MI
Getham      GRD/M (guard the market)                    MI
Roder         GRD/O (guard the offices)                        MI
Banner       GRD/R  (guard the religious temples)      HI
Gift            GRD/T  (guard the treasury)                   MI
Ring           GRD/C  (guard visiting clans)                 MI

The intent is to add to the overall defense of the city, but the city will need to assign units to defend its walls/gates/and etc. The above factional regiments will be loyal to the city regardless of their factional connection.

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Brick New Faction Design - Swashbucklers
Posted by: Dark Shadows - 01-08-2020, 09:42 PM - Forum: Midgard - Replies (5)

• Factional Name: Swashbucklers


•The primary purpose for the faction to exist?
•What distinguishing feature does this faction have?
• What specific in-game benefit can this faction have?
•What makes this faction interesting and fun to play?
•What (usually mutual) factional enemies?

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  Factions and how to prevent abuse
Posted by: Steve Kort - 01-07-2020, 04:08 AM - Forum: Midgard - Replies (37)

Each faction must have at least one fixed enemy Big Box factions may have 2 or 3.

Everyone has a main clan that pending its faction will eliminate the ability for that player to have cousin clans that are in the Main clans enemy faction list.  Further your first cousin clan would also eliminate additional factions, this would continue with each clan.  This way no player would have a clan in a faction that is an enemy of any other clan they run.

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Music Role playing within Midgard
Posted by: DreamWeaver - 01-06-2020, 04:06 AM - Forum: Midgard - Replies (1)

Hello everyone,

I have played within the Midgard game for many years, and have played under (3) GMs/versions of the game I love so much. For me I am a 43+ year Gamer of playing and DM/GMing D&D, and Traveller games to name a few. So at my core I am a RPGer, but also a table top War Gamer. Midgard has always brought both interests to life in playing this game, and I look forward to the redesign and rebirth of Midgard again under Davin Church.

So for me when I dig into trying to stand up a clan I try to define a personality or a focus for the clan to exist. I first come up with a clan name that fits the character of the clan I wish to play. Then I define the Leader and the three clan followers by naming them and usually choosing their skills. The character's skills do help to define the characters in the way I roleplay each of them..

Now for me I draw upon my own life and interests. For example one of my own family lines were Scottish, and having grown up listening to relatives playing bagpipes. My mother's mother's Maiden Sur Name was Harriott where the line comes from Midlothian county of Scotland. I have tried to play the bagpipes myself and do not have the ability, but I do love the sound of a lone bagpiper playing. Also being American I seem to greatly enjoy the song … Amazing Grace.

Amazing Grace - Bagpipe Master

So I would set up a clan, maybe naming it : Amazing Grace. Next I would setup a character that would represent my Bardic/Skald roleplaying character.

I would set up one of my Followers as a Bard/Skald and set their name to fit what I am trying for. Then I would set their skills to support that characters ability:

Character: Selkon Barr (m) ENT-2, ORA-1, REC-1, STW-1 

This character would have ENT-Entertainment, ORA-Oratory, REC-Recruitment, and STW-Streetwise skills. I could use many Special Actions to do a lot with the character in Roleplaying a whole wide range of situations. The character could be extremely useful to any clan, not every clan needs to be combat centered.

This is a example of one possible selection you might consider for your clan when the skill system comes into play within the game.

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Brick Factional Redesign of The Ring
Posted by: DreamWeaver - 01-02-2020, 05:27 AM - Forum: Midgard - Replies (1)

Here are the topic questions that are needed answering? Just copy and paste these below bullet point questions into your post and add your thoughts.

• Factional Name: The Ring Religion


•The primary purpose for the faction to exist?
•What distinguishing feature does this faction have?
• What specific in-game benefit can this faction have?
•What makes this faction interesting and fun to play?
•What (usually mutual) factional enemies?

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Brick Factional Redesign of The Gift
Posted by: DreamWeaver - 01-02-2020, 05:26 AM - Forum: Midgard - Replies (21)

Here are the topic questions that are needed answering? Just copy and paste these below bullet point questions into your post and add your thoughts

• Factional Name: The Gift Religion


•The primary purpose for the faction to exist?
•What distinguishing feature does this faction have?
• What specific in-game benefit can this faction have?
•What makes this faction interesting and fun to play?
•What (usually mutual) factional enemies?

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Brick Factional Redesign of The Banner
Posted by: DreamWeaver - 01-02-2020, 05:25 AM - Forum: Midgard - Replies (1)

Here are the topic questions that are needed answering? Just copy and paste these below bullet point questions into your post and add your thoughts.

• Factional Name: The Banner Religion


•The primary purpose for the faction to exist?
•What distinguishing feature does this faction have?
• What specific in-game benefit can this faction have?
•What makes this faction interesting and fun to play?
•What (usually mutual) factional enemies?

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