Posts Tagged ‘Dividers’

Mappa Mundorum: Revised First Draft

September 14, 2009

This is the submitted version of the First Draft.

mappa_mundorum_2_weeks

(Only a few changes from the Friday version.  Fixed a few typos, added an Agent sheet and expanded the Victory Points sheet,made it clear that Agent’s carrying capacities are 1, 2 for favored,  and added a brief boxout on narration duties and warning against blocking.  Also added a line separating the columns for ease of reading.  No rules or background changes.)

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Mappa Mundorum: The First Draft

September 11, 2009

Here is the first draft:

mappa_mundorum

As always, comments or any sort are more than welcome, as, at this point, are volunteers to help playtesting…

(Edited to fix attachment)

Mappa Mundorum: The Map (mock-up)

September 8, 2009

And here’s my first stab at what a Map ought to look like.  Ideally, the final versions will be procedurally generated by computer and look a whole heck of a lot nicer than this.  Still, this should be good enough to allow an Alpha test.

The ship lengths box is really just a guess at this point, and shouldn’t be taken seriously.  I probably also want a third ship type that moves two units at a smaller resoltion so that I’m getting the most out of the dividers-use mechanic other than the pure tactile benefits in the non-online version.

Mock-up Map

Mock-up Map

So, now it’s time to put it all together into a first draft.  (Along with writing a good deal of flavor and Incident suggestion material.)

Mappa Mundorum: More Early Thoughts

September 1, 2009

Now, I’m thinking a little bit about Mechanics.  I’m still strongly attracted to the idea of measuring distances on ship flight paths between planets with dividers as being a part of the game, but I’m still extremely uncertain how to generate such things, especially while having sufficiently curved paths to make the divider-use (and the different behavior with different settings on the things) interesting and non-trivial.  Some ideas here may end up moving closer to the Flatland award territory, actually.

On the other hand, I’m also strongly attracted to the idea of going utterly meta here and writing a game designed to be played on a group of blogs aggregated into an RSS feed.  Each Blog would represent a planet (or possibly a Great Power/large geographical region); each post would be an Incident, and play would then happen in the comments of each Incident.

Each player is taking the role of a major power’s spymaster when playing strategically on the Map, and one or more of their Agents during Incidents.  I’m leaning towards a GM-less system, with narration and scene-setting duties divided by Blog/Planet, and with the owner of each of these necessarily playing the Spymaster of some Power from a different Planet.  Going this way would make the Map-generation a computer programing exercise.  One that can be assumed and put off for a while as the rest of the system takes shape.  We shall also assume some pretty animated Dividers measuring things out when the system calls for that.

So, that sounds like quite a challenge: I need a conflict resolution mechanic that is workable over a comment thread without a judge.   I think some kind of auction system will work best, here, with enough resources to keep things interesting and multidimensional.

Brainstorming I

August 31, 2009

Some ideas:

Clockpunk setting, on a world that isclose enough to historical Earth to recognize.  Around the early 1700s, I think.

The main differences between this world and ours are that (1) all of the planets of the solar system are habitable.  (That is, the inner planets,  Maybe the moons of the Giants as well, if I need them.), and (2) There was a lost Space Age near the dawn of civilization, during which Egypt and Babylon, at the very least, esbtablished some colonies)

The enlightenment saw a renewed interest in these civilizations as well as the Greco-Roman romantacism in our timeline, and the techniques involved in interplanetary travel were rediscovered around that time.  Or possibly now is the end of a Great Solar Storm that prevented travel for the past few centuries. Or both.

So by now we have an age of imperialism and colonialism going on across the entire solar system.  And, notably, in both directions, as some of the off-Earth powersare quite advanced and interested in acheiving influence on the homeworld.  (I think that the Aztecs will have a powerful ally providing them medicine and arms, for example…)

Now, what exactly are the players doing in this world?  I think that this is a game of interplanetary intrigue; statecraft and spycraft carried out with slow-moving information.

So I’m probably talking all four ingredients, to some extent.  I like the idea of measruing out travel times on an map of orbits and transfer orbits with dividers as something the plaers actually do, even if I’m not sure how those maps will be generated.   Seabirds are the spaceships, which necessarily land and launch from oceans (or, where none are available, soft dunes and snowbanks for the landing.)  Fleur-de-Lis come along with France as a power in this era, and, of course, we have Stars a-plenty out in space