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Old 14-10-07, 08:56 PM   #5 (permalink)
Radish Hat
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Been playing a bit of Risk lately, and I had an idea for you Devante, or anyone who thinks this idea useful for some turf battle or territory struggle.

You delineate a map, either large territories of say, from the bridge by swaggers north to the crossroad and west to the borders of cove. Decent triangle to chop up, pick a few buildings, possibly these could represent strategic holdings.

Ill ramble on that for a moment, strategic holdings...

Cities, and decently RP-organized territories like the vesper and cove properties are great because the turf they symbolize is easily subdivided into the parts that make the whole. You have your smithy, your bakery, your church, your fort, your fresh water, your healer.

Assign each of these spots a ramification for holding. Possibilities include in the order of appearance above:
Smithy= your ability to repair arms and armor or re-arm archers except with reserve (read, limited) supplies. If a prolonged struggle ensues, your stuff will break down and every shot will have to count.
Bakery= Don't eat. You wont be as up to par, as far as game mechanics allow. Also, you could reflect it subtly just by using normal, brigand, or even store bought gear, for a reduction in your damage. You're so hungry, your swings are weak.
Church= Morale, or temporary chaos in an ecclesiastical order. With their shrine desecrated and occupied, they'll crumble and run in battle, or their fury will allow them to fight to the last. Perhaps some special extra life policy in a decisive battle or something. Who knows...
The fort=That would scatter the army surely. I'd have a plan B... Without such, you're stuck to guerrilla raids, and the chance for a decisive battle is lessened.
Fresh water= Could be role played very deeply. Ingenious people find a way to extract water somehow without access to a bay or river, well or spring...
Healer= Maybe you would have somebody RP'd injured for an extended period of time, you could wear less armor, thus any intense physical strain or stress would be amplified. Or sacrifice one person's main, well-trained character for their under par newb during a decisive battle.


That was fun...On to the risk idea!

It's sort of the same principle really. If you have one holding, and one person to bear arms available that day, all you can do is defend that real estate. Whats an expedition going to get you? You cant sit in both places! So, if you have say, five people online and hanging out, you're some upstart anarchists and you've just sweet talked the bakers and the smiths. So you have five active duty units to cover two shops. You can spend any combination of teams, so long as all holdings are secured by at least one. So you could do a 3-2 baker-smith spread, 4-1, anything. At this point you can choose to go on an expedition, or defend that day. I suppose the GM's or trusted officers would be in contact with one another.

I know I would love to be in the war room of any camp in this sort of situation. A shame I'm no good in a fight, grr...Pin-Cushion Radish.

Can be drawn up as far as whats available given bordering plots.

Thats about the full extent of my constructive rant, ciao!
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Last edited by Radish Hat; 14-10-07 at 09:00 PM.
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