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Post by kolgrim on May 27, 2014 11:48:11 GMT -8
I've been wondering what level of storytelling and RP to expect in this campaign. Will this be a game of numbers, resources, and territorial control? Or will culture and character play equal parts? If my 'mad king' operates with robotic efficiency, will the GM punish me?
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Post by Jobu on May 27, 2014 20:59:57 GMT -8
You'll find that the odd "mad king" doesn't follow submitted orders to well if they go against his nature. For the most part you are the rulers of your nation. However, there will be times where you'll be forced to act a part or I'll be doing it for you (it'll all be in the notes section).
That said, it is a game of number, resources and territorial control. At the same time there will be cultural development. You're at a unique time in the world. Hundreds of tribes are starting to join together as the last of the ice (the world is recently exiting an ice age that followed a great flood) has (mostly) melted from the lands.
You will have opportunities to uncover ruins, explore the meanings of long lost languages and encounter oddities of the world. The level of creativity is going to be nowhere Thom's CD campaign. I'm just not that good at creative writing. Still, I hope for it to be entertaining.
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Post by kolgrim on Jun 10, 2014 4:19:59 GMT -8
I've been thinking of creating my own religion for my position. Is that permissible? Or should I just stick to the numbers?
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Post by Jobu on Jun 10, 2014 8:07:10 GMT -8
That is one of the ways religions will start in the game. There's only one nation in the game with (mostly) a single religion, it happens to not have been drawn by any actual players and it has a dominant religion. Everyone else is "mixed" at this time (dirt worshipers, sun worshipers, sea worshipers, ancestors, etc.).
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