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>Thread Question: How can we summarize the existing lore into a more manageable format?

>Thread task: Check the compendium files and abridge the info there.

Wiki
https://crumbling-giantstep.fandom.com/wiki/
https://crumbling-giantstep.fandom.com/wiki/
https://crumbling-giantstep.fandom.com/wiki/

Map of the World Wiki
https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep

COMPENDIUM FILES
FILE 1
https://docs.google.com/document/d/1LEiwo0UQCqmYAujnPf-RY77WKx7mwbGq-_FJvbAApLs/edit?usp=sharing

FILE 2
https://docs.google.com/document/d/1pgtlgpWnAt5hAFekW4VC-6WEVgk2dGr4v16TsMQo5ek/edit?usp=sharing

Rules:
>be nice
>don't fuck up other people's lore
>don't add new landmasses
>no fetishes/coomershit
>don't sperg out if people don't accept or like your lore/additions

Project Ideas:
>Hexmap
>Hand drawn map
>Diplomacy Map
>TL;DR for all the nations
>Extended Compass

How can I help expand the wiki?
>Upload missing images to the wiki
>Create Hyperlinks
>Add pictures
>Create missing articles
>Search the archives and expand existing articles
>Correct grammar and writing mistakes
>Create lists and sub-categories for similiar articles
>Make lists of articles that need fixing
>Make the wiki look more appealing by fixing ugly layouting
>Freshen up the front page and make it look nice
>Write up lore for articles that feel lacking (everything goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Figure out essential trade goods for each nation
>Figure out the popular weapons used by each nation
>Make maps
>Expand and update the Bestiary and Herbarium
>Figure out trade routes
>Create a Star map and Zodiacs
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - https://suptg.thisisnotatrueending.com/archive/2023/89637453/
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59 - https://suptg.thisisnotatrueending.com/archive/2023/89718352/
60 - https://suptg.thisisnotatrueending.com/archive/2023/89797226/
61 - https://suptg.thisisnotatrueending.com/archive/2023/89868753/
62 - https://suptg.thisisnotatrueending.com/archive/2023/89944865/
63 - https://suptg.thisisnotatrueending.com/archive/2023/90013461/
64 - https://suptg.thisisnotatrueending.com/archive/2023/90087220/
65 - https://suptg.thisisnotatrueending.com/archive/2023/90166276/
66 - https://suptg.thisisnotatrueending.com/archive/2023/90241246/
67 - https://suptg.thisisnotatrueending.com/archive/2023/90313872/
68 - https://suptg.thisisnotatrueending.com/archive/2023/90389784/
69 - https://suptg.thisisnotatrueending.com/archive/2023/90469380/
70 - https://suptg.thisisnotatrueending.com/archive/2023/90556756/
71 - https://suptg.thisisnotatrueending.com/archive/2023/90644647/
72 - https://suptg.thisisnotatrueending.com/archive/2023/90721419/
73 - https://suptg.thisisnotatrueending.com/archive/2023/90795696/
74 - https://suptg.thisisnotatrueending.com/archive/2023/90871350/
75 - https://suptg.thisisnotatrueending.com/archive/2023/90944099/
76 - https://suptg.thisisnotatrueending.com/archive/2023/91020650/
77 - https://suptg.thisisnotatrueending.com/archive/2023/91093365/
78 - https://suptg.thisisnotatrueending.com/archive/2023/91159667/
79 - https://suptg.thisisnotatrueending.com/archive/2023/91224988/
80 - https://suptg.thisisnotatrueending.com/archive/2023/91291528/
81 - https://suptg.thisisnotatrueending.com/archive/2024/91353551/
82 - https://suptg.thisisnotatrueending.com/archive/2024/91432606
83 - https://suptg.thisisnotatrueending.com/archive/2024/91525253
84 - https://suptg.thisisnotatrueending.com/archive/2024/91607015
85 - https://suptg.thisisnotatrueending.com/archive/2024/91698476
86 - https://suptg.thisisnotatrueending.com/archive/2024/91779025
87 - https://suptg.thisisnotatrueending.com/archive/2024/91852462
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88 - https://suptg.thisisnotatrueending.com/archive/2024/91919615
89 - https://suptg.thisisnotatrueending.com/archive/2024/92084027/
90 - https://suptg.thisisnotatrueending.com/archive/2024/92346917/
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Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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Ok, since the last couple of threads have been quite slow, I've been thinking of just focusing on tidying up what we have instead of adding more. We could still add things such as special items or improve the technological timeline, but honestly, at this point I think it would be redundant.

Thus, I think we should focus on the compendium documents. I've added most of the stuff already, but the nations and a couple other things introduced in the last couple of threads are still in need of addition. And of course, feedback on any way to improve them would be nice.
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>>92669064
Oh cool. Crumbling Giantstep is back
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>>92669370
It never really left, we mentioned a couple of threads ago that the rate of activity did not justify a weekly thread, so we moved it into a monthly thread.

Though to be fair, I don't see Giantstep staying around that much longer. We have so much lore it is actually pretty difficult to think of areas we need to still expand, and any newcomer does have to go through hundreds of pages of lore. Unless it gets a second wind out of nowhere, people have moved on to other settings, which I'm fine with, as this world is pretty much complete.

What we have left to do is to give the finishing touches to the project, making a readable document and enjoy a work well done.
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>>92670022
It's also hard to.add anything new that's not contradictory. It really just reached the realm of cleaning up.
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Honestly we should start over with a new setting with the witchbogs as a narrative basis since those are (imo) the most interesting and complete wiki entries we have. Another region of giantstep could be used for this aswell of course, but I feel like this part lends itself to that purpose as it has been highlighted time and time again in a positive way by different people.This way we could get a consitent tonality and aesthetic for a new project going without abandoning the stuff we already have. Still using giantstep as a quarry of inspiration and creativity so to speak. When that setting is finished one day we could choose another region and build another (micro) setting/game around it. Of course some things would have to be changed and adjusted but I think it could be a fun exercise. We wouldn't have to abandon all the lore we already have and at the same time bring in some fresh air to this. Another advantage would be that newcomers would not get overwhelmed the way they are now. Thoughts?
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>>92672313
I did transplant the bog (with a lot of changes though) into my personal worldbuilding project. It is a nice spot.

Problem is Anon that this is an anonymous Tibetan muskox taming forum. You are not gonna get a thematically consistent project out of it. You won't that's not something 4chan is good at.
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>>92672313
>Honestly we should start over with a new setting with the witchbogs as a narrative basis

While I'm not against doing something more specific in the future (and the bog witch swamps are the most detailed area in the map), I still think we need to focus on the general compendium. Again, better to make a decent compendium file and give people something they can read about first rather than expand on an already expanded area. Besides, if you want to reignite interest in the setting, better give people the basics, which is something we've struggled with for a long time.
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>>92672854
>Problem is Anon that this is an anonymous Tibetan muskox taming forum. You are not gonna get a thematically consistent project out of it. You won't that's not something 4chan is good at.
To be fair, we did manage to create a deep and cohesive world out of a blank map and a couple dozen random anon's ideas. So making a spinoff regarding the bogs shouldn't be impossible. I just think it shouldn't be the priority at the time.

By the way, how many of you have taken a look at the google doc Compendium Files? They are in the OP, we only need to add the lore of the nations/regions and a couple of things from the last threads.
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>>92672854
>You are not gonna get a thematically consistent project out of it.
We could try it. The advantage of this method is that we don't have to start from scratch, as there is already a lot of lore given as it is, but at the same time we offer newcomer enough open space to get creative, since everything outside the bogwitches borders can be reimagined.
At the same time, you have a comprehensive TL;DR without having to work through pages and pages of wiki, which can be frustrating and demotivating.
The existing lore would also have to be adjusted to a certain extent in order to fit into the bigger picture of the new setting which surely can be fun too.
>>92673424
>I still think we need to focus on the general compendium.
Sure, I'm not against that. It could be a cool thing to do after we're done however. Isolating a certain country from the overall map, putting it in empty space and building a new world around it based on it's lore. Following it's specific tonality of course. Doesn't have to be the witchbogs. Just brought them up as an example because I think they would make for a good choice due to the reasons mentioned
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Do you have a silk road? I love me some silk road.
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>>92674411
The geography of Giantstep makes it really hazardous, as the center of the continent is full of deserts and swamps. Azan used to have one crossing the southern areas of the world, but it has seen better days, and Azan itself has lost control of the areas that went through it. Nowadays, the two biggest routes are from the sea, either moving across the long road crossing the coasts along the northern seas, or the shorter but rife with pirates southern route. Check up that one, as it's halfway sea-land and it's probably the closest one to what you might be thinking of.

Some pages with info on the southern route:
https://crumbling-giantstep.fandom.com/wiki/Historical_maps_of_Giantstep
https://crumbling-giantstep.fandom.com/wiki/Zulutaur_Peninsula%E2%80%99s_Factorial_Companies
https://crumbling-giantstep.fandom.com/wiki/Ortuga
https://crumbling-giantstep.fandom.com/wiki/Bakir_Sahabaharadad_Sultanate
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>>92672313
>another (micro) setting/game
Still surprised to see this never led to a game.
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>>92675222
The thing is, quite a view of the individual parts are good but as a whole it's just a little bit too much all over the place.
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>>92675753
I suppose that was inevitable, since the origins of this setting is anons throwing things to the wall to see what stuck, and then trying to make it cohesive afterwards.
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What about a card game? We certainly have enough lore to draw upon to make cards. Does anyone know any guide to card game design?
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>>92677897
A card game honestly might work better. And we don't need to figure out any lore inconsistencies to make that
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How would a card game even work? Where could we start?
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>>92681075
converting a few nations into mtg decks, preferably one for each color would be a start
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>>92682037
We need a couple of things before starting with that.

>What is the goal of the game?
>What types of cards do we have? And what are their characteristics?
>What are the basic mechanics of the game?
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I think I have an idea of what we could do, give me a minute to do a quick writeup.
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>>92683768
looking forward to that
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>>92674466
I see no reason not to seperate the silk road into lots of smaller transport routes like the real road was split into smaller parts.
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Ok, so here it goes. This is just a quick writeup, so it's not particularly deep. Also, still thinking of the combat, so that part is yet to be decided.

>Before starting the game
Before starting the game, each player must have the following:
-A deck of cards
-A couple colored tokens
-A coin, a d6, a d12 and a d20
-A number counter.

>Beginning of the game
At the beginning of the game, each player has a set of resources:
-A set amount of lives. Each player starts with the same amount, unless a specific condition says otherwise. Lives cannot be recovered, they can only go down. Either by the opponent’s action or by sacrificing them, but if a player loses all, they automatically lose.
-A set amount of gold. Each player starts with the same amount, unless a specific condition says otherwise. Gold is generated by controlling populations on the table, as well as by doing things such as defeating characters or achieving certain objectives. Gold is also used to pay for units, fortifications, spells, characters or artifacts/equipment. Some require one single payment, some require payment every turn.
If a player ends their turn on the red, they automatically lose.
-A deck of cards. Each player starts with the same amount, no exceptions.
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>>92685554
>Goals of the game
There are three ways to win the game:
-Take out the opponent’s lives.
-Make the enemy bankrupt/reach an amount of gold [to be discussed]
-Make your opponent run out of cards to draw.

>Parts of the table
The table has three areas:
-No Man’s Land.
-The player’s area.
-The graveyard. Where a player leaves their defeated/destroyed cards.

>Starting the game
At the beginning of the game, the players will flick their deck and leave the two first population cards at the center of the map. This area is the “no man’s land”, and both players can have access to them, no matter who initially left the card.
Once this is done, a player throws a coin into the air to decide who starts by the application of heads/tails. Alternatively, they can throw a dice and the player who got a bigger roll starts.
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>>92685562
>Types of card.
In the game, there are six types of cards:
-Population Cards/Town Cards.
-Units.
-Fortifications.
-Characters/Heroes
-Spells/Curses
-Artifacts/Equipment.

>Population Cards.
Population Cards represent towns or cities. Each deck must have ten populations at minimum. All populations generate a certain amount of gold every turn. Some generate more, some generate less, some have certain bonuses while some others have drawbacks. The players need to control the population cards to gain the resources needed to field units. As such, the players need to keep units garrisoned in the population, and the moment there are no units, the player loses control over it, and thus they gain no gold from it. Players can attack the populations to control them, taking them from their opponent.
At the beginning of the game, the players will flick their deck and leave the two first population cards at the center of the map. This area is the “no man’s land”, and both players can have access to them, no matter who initially left the card. The populations in “no man’s land” cannot be garrisoned until a player fully garrisons their own side. Once the player has put two population cards in “no man’s land”, they will then put two population cards on their side of the table.
Populations can be raided by an attacking player. If an attacking player manages to defeat all defending units from a population, but does not want to leave their units garrisoning it, they can choose to raid it, gaining a set amount of money and destroying it, removing the population from the map. Population cards on the player’s side generate twice the gold. A raided population can be replaced with another population card. A player left without population cards cannot defend themselves from attacks, though losing them is not an automatic loss condition, since a player can still lose before being overrun if the conditions apply.

If all lands on the map are destroyed [what?]
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>>92685581
>Fortification Cards
Fortification Cards represent strongholds, castles or other fixed battlements protecting a population. One fortification can be played per controlled population. This fortification will give a special effect to the units garrisoned there. This effect only serves on the defensive, as once they leave the fortification, they lose the effect. Fortifications cannot defend a population if there are no units garrisoning it. If an enemy takes over the population, the fortification is automatically destroyed. Fortifications need an upkeep payment every turn, and if it is not paid, the fortification is automatically destroyed.

>Unit Cards
Unit cards represent any soldier, creature, monster, construct or warmachine in the world. To summon an unit card, the player needs to pay a certain amount of gold, otherwise they cannot put it on the field. Some need a single payment, some need upkeep every turn, and otherwise they will leave the battlefield. A player can choose to stop paying for an unit if they seem it to not do so. A unit that abandons the battlefield goes to the bottom of the deck instead of the graveyard.
A summoned unit needs to be summoned needs to be put into a controlled population. From there, units can attack other populations or the opponent if the player has control of at least one of the populations in the opponent’s area. Units cannot attack the same turn they are summoned.
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>>92685588
>Characters/Heroes Cards
Character cards represent unique or special individuals in the world. . To summon a character card, the player needs to pay a certain amount of gold, otherwise they cannot put it on the field. Characters offer special abilities and skills, affecting either the entire map, the player’s units, the opponent’s units or the units garrisoning a population. Each player can only have one character on the map at once. Characters are expensive units, but they often do not need upkeep. If a player defeats a character, that player gains a reward in gold. Some characters/Heroes cannot equip artifacts/equipment, as they bring their own gear.

>Spells/Curses Cards
Spells/Curses represent the magical side of Giantstep. Spells/Curses can only be used by paying with lives, or by having a wizard character on the field that allows you to not do so. Spells/Curses have a wide variety of effects, but once done, the card goes to the graveyard unless it specifies otherwise.

>Artifact/Equipment
Artifacts/Equipment represent special items of Giantstep. . To summon an artifact/equipment card, the player needs to pay a certain amount of gold, otherwise they cannot put it on the field. These artifacts have to be added to an unit, a fortification or a character, and otherwise it cannot be used. An unit, fortification or character can only hold a single artifact/equipment. If a unit with an artifact is defeated, the opponent takes the artifact for themselves, and can choose to equip it to the victorious unit, otherwise it is lost.
>>
That is all I have for now. I had also thought of a faction mechanic, but that is way ahead. For now, we have to do a couple of things, the first one is to see if this could be a decent base for the game, or if it's too complicated. After that, we have to decide the mechanics of combat and others. Any feedback would be appreciated.
>>
>>92685554
>>92685562
>>92685581
>>92685588
>>92685609
Excellent concept! I'm sold.
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>>92687255
Thanks. I'm still not sure how to handle combat, and even less so any kind of balance of the resources or skills. Any feedback would be appreciated.
>>
>>92688641
Also, we need to start thinking of ideas for cards. There's plenty of inspiration to go around, but we need to think of ways of applying the lore into the game.
>>
Have any of you checked the compendium files?
>>
>Parts of a turn
Each turn consists of the following phases:

-Earning phase: The player earns gold from their controlled population cards.

-Upkeep phase: The player pays the upkeep of whatever card under their control needs it. This includes healing those units wounded the previous turn.

-Population phase: The player puts a population card on the field if an empty spot is available.

-1st Summoning phase: The player puts unit, fortification or artifact cards. The player can also cast spells unless they specify that they go on a specific phase.

-Battle phase: The player chooses their units and their target. A player can choose multiple of their units to attack their opponent’s populations or life points. A player cannot attack the opponent’s lives unless they control at least one of the populations in their area. If there are multiple contested populations, they are resolved in the order chosen by the attacker. The player’s units attack the opponent population, the combat is resolved and the units go back to their respective populations. If a population is captured by the attacking player, they need to leave at least one unit there to control it. They cannot abandon the population they came from, so if only an unit survives the bout, it has to go back to the original population and leave the conquered population abandoned.

-2nd Summoning phase: The player puts unit, fortification or artifact cards that are specified to be capable of being summoned in the 2nd summoning phase. The player can also cast spells unless they specify that they go on a specific phase. After this, the player’s turn ends and the opponent’s turn begins.
>>
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>How to read a unit or character card
The information in a unit or character card goes as follows:
-Name of the card.
-Summoning cost. The amount of gold needed to summon and or upkeep the card. There are two icons, the silver one and the golden one. Cards with a silver icon have an upkeep cost every turn, while those with golden icons have only to pay when summoned.
-Type of card. The kind of card it is. It also includes a series of tags that might relate to buffs/debuffs or other effects on the table.
-Abilities and other info. All abilities, skills, conditions and other relevant info about the card.
-Power points. Indicates attack, initiative and defense.
---Attack is the amount of damage output a unit can cause, either to other unit or to the opponent’s life.
---Initiative is the priority of attack of a unit. When choosing an attacking and a defensive card, the one with highest initiative strikes first. The attacking unit that starts the combat always gains +1 on the initiative unless stated otherwise.
---Defense is the ability of a unit of survive damage. Once the damage a unit takes equals or surpasses its defense, it is considered dead and goes to the graveyard.
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>>92692006
>Battle Phase
The steps of the battle phase would be like this:
1. The attacker chooses which units are going to attack, and it what order, before starting the attack. After that, the defender can choose the defending units. While the attacker is tied to the order mentioned at the start, the defender does not have to, and can change the defending units after a defending unit dies.
2. The attacker gains +1 initiative. If the attacker’s unit has more initiative than the defender, it strikes first. If the defender’s unit has more initiative than the attacker, it strikes first. If both have the same initiative, they flip a coin and decide it through heads or tails, unless specified otherwise.
3. The unit that strikes first uses its attack against the defending unit’s defense. If the damage is equal or higher, the defender dies. If the damage is lower, the defender does its damage. If an unit dies, it is replaced by the next, until one side has no more units.
4. Once an unit replaces the destroyed one, it attacks first, and the same process begins again until a side has no more units, or they end on a draw.
5. If a duel ends on a draw (as in, both sides still have units that have not been able to destroy each other), the battle ends and the attacking unit goes back to its population.

I have no idea if this is too convoluted or confusing. It is also dependent on the cards' effects to make things more interesting.
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>>92692344
Also, if an unit has twice or more initiative than the oponent unit, it will attack first regardless of the moment of the battle phase.
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>>92692407
Definitely make a thread in one month again. I should have time to start working on a smooth death after the 24th may
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Example of population card.
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>>92694259
In theory we have one monthly thread, so that should be no issue. You have some ideas for the cards?
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>>92697868
What decks should we start with?
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>>92699297
Before we start with decks, we should probably establish some sort of balancing. Have a couple of basic cards to work as the standard and then build on that. Are there any guides for game design for that?
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>>92699297
I imagine that, outside of "generic" cards, the big powers would have a deck each, with around 20-30 unique cards for each?
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>>92701329
I'd say to not do too.much gay prep and start making cards.

You ain't gonna pre balance shit. Balancing happens at playtesting
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>>92703191
Fair enough, I'll think of a couple of generic cards to start with.
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I've been thinking for basic skills for units. What do you think?
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>>92685581
>If all lands on the map are destroyed [what?]
What could happen in this scenario?
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>>92706749
Updated with some more skills.
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Also, how do we translate alchemy and astromancy into the gameplay?
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>>92710005
First we make shit that we can make them worry about what we can't. Astromancy would make perfect meta-magic for a card game though.

Like an astromancy card letting you pull a specific card in a specific amount of turns.
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Ok, so here are all units I can think of for now. Tomorrow I'll comb the article from the Dominion of the Bog Witch forwards. Numbers are not binding, as I have no idea how to balance things. Abilities will be added later, since now I'm tired. Any feedback would be appreciated.
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Any ideas for faction-specific spells?
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>>92714331
Hand of the muscle god

Banish a creature type unit for 4 turns, on the 5th turn they return with very big muscles.

Can be used on your own units as a buff or on the enemy to controll the board
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>>92714999
I like the idea, but instead of a fixed number of turns, it can be chosen by a d6.
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>>92714999
>Hand of the muscle god
Once this spell is activated, choose a unit (not a character) and roll a d6. Once the roll is done, remove the unit from the table as many turn as the roll indicates. After said turns pass, the unit is put back on the board on the same population it was when removed. That unit has now doubled its stats up to a maximum of +4 on every stat. If the population where the unit was has been conquered or has been raided, that unit goes into one the player's remaining populations in the player's area. If the player has no more populations under their control, the unit is considered destroyed and moved into the graveyard.
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Continuing with the unit finding. There are a lot of possible units, and I'm not going over the very generic ones just yet. We will probably have to cull a ton of these to avoid redundancies or pointless cards.

Also, should the animals also count as units? If so, do they need a beastmaster or a beast tamer to use?
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I'm trying to think of what to do with the gnoll particular mechanic. I was wonder if something like this would work or if it would be too overpowered.

Maggotgnolls: Every time a unit with this skill fights, add a token for every dead unit (the pleyer's and the oponent's). After a turn, throw a coin for each token. If heads, the token now represents a "feral hyenagnoll" card. If tails, nothing happens. If the population where the tokens are located is conquered or raided, the tokens are destroyed.
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Gnolls would also need a negative skill to represent their self-destructive nature.
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>>92720835
Any possible units you think I've missed so far?
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>>92724233
Also:
>Hyenagnoll Birth
At the end of every turn, every unit with the tag "hyenagnoll" has to throw a d6. If the roll is 6, the hyenagnoll dies and a "feral gnoll" card is put in its place. If the roll is <6, nothing happens. Every time a unit with this skill fights and kills another unit, throw a coin instead of a d6. At the end of the turn, throw the coin, and if heads, the hyenagnoll dies and a "feral gnoll" card is put in its place.
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What is the demonym of the Kingdom of the Crimson Queen?
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Continuing the unit list.
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>>92730444
Crimsonites
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>>92732623
Oh yeah, that makes sense.
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Also, we probably should update the physical map, since there have been many additions in the smaller maps.
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>>92669064
>91 threads
>Over 1,000 pages of lore
>Massive page about how magic works, but not a single paragraph about how to use it in a game
>Discussion of mechanics (just discussion, nothing playable) only happening in this thread now
If you're going to make a long running setting thread, then actually iron out the mechanics before you create ten gorillion lore entries. Some poor bastard now has the job of having to read through all this shit and turn it into something playable. Jesus Christ.
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>>92735124
To be fair, there have been multiple attempts across the threads to make a game. They just never went anywhere until now, and I imagine that it's only moving forward now because there's really nowhere left to expand the lore.
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>>92735124
We'll do what we can.



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