Quick questions

From: buserian_at_juno.com <buserian>
Date: Tue Jan 17 16:20:19 2006


Hi Keith,

> Part of my method in doing these games was to do a new map board which
I
> found to be easier than expected. I wanted map sections that could be
fitted
> together and easily modified so that cities and other features could be
added and
> changed easily - so started drawing features on a 10x15 hex sections
that
> would cover the whole of Genertela. I did complete a large chunk of
Genertela and
> most of Fonrit but no longer have them.

What happened? And I can't remember -- were they to DP scale? Do you have scans or photocopies?
>
> Teshnos fitted nicely onto the edge of the Wastes and included a nice
> elephant shape if viewed with a squint, which was the setting for "The
Plunder of
> Teshnos" featuring the tribes from NG against the cities and magics of
Teshnos.
> Quite a few interesting Minor Allies, such as the dwarfs, the various
Hsunchen,
> and the Fire religion of the Teshnans.

I had forgotten all about this one.

>
> Finally (although chronologically this came first), I ran a PBEM Pavis
> version of Monopoly with various changes - players built Temples and
Tenements
> instead of hotels and houses, Income Tax was changed to Nomad Attacks,
and Super
> Tax changes to Thog Attacks as examples. You've Won Second Prize in a
Zebra
> Breeding Competition.

Pavisopoly! What a neat idea.

> > And for those who own Nomad Gods, what is it like? I have haeard it
si
> > not as good as Dragon Pass, but any infoon the game wouldbe of
interest.
>
> It lacks the appeal of DP because it seems less like an obvious battle
(IMO).
> I feel that there could be/should be some changes to the set up that
would
> better simulate the feel of a nomad khan out to plunder other khans of
thair
> chattel wealth. I've never got around to trying anything out. Something
like
> moving the herds and making sacrifices once per week, (say), and then
moving
> warriors and spirits around for seven turns (limited by the support
rules) so that
> the game plays more like a herd moving, then warriors establishing
their
> territory, then moving again.

This is a really cool idea -- probably works best as a scenario rather than the base rules, but it has a lot of appeal. If you start any work on it, let me know.

> Credo is a great game - really interesting way of learning about early
> Christian theology IMO. The rules structure is relatively
straightforward and I used
> it, as mentioned above, for the Pure Horse People. I made my own cards
for
> doctrines (called 'beliefs' for Pure Horse) and made up events that had
similar
> effects (but different colour) to Credo events. I was trying to come up
with a
> "Credo for Trolls" which was going to be related to ancestors and
descendents
> (rather than flock) but never quite got a handle on it.

Interesting variants, but Credo doesn't lend itself well to trolls, or even to the Pure Horse People very much. (Horses vs. Zebras -- this was a Praxian variant, I take it?) Now, it seems very well-suited to the Dara Happans, especially if you have access to the historical info in Fortunate Succession, about all the changes to Yelm over the years.

And if you ignore the fact that the Red Goddess is available to the emperor for direct questioning, it would work perfectly for the Lunars, trying to come up with their own Credo of the Red Goddess. The one Greg wrote should only be one possible result.

Steve

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