sedjtroll wrote:
I thought your scheme of paying more to move your followers is a good one, so if you have x followers in front of you your Move action costs some function f(x), and your other actions cost some other function g(x).
It's sort of like this, but the idea currently is that your followers can act indepentently of you. (ie, can act in different places simultaneously)
I'm not sure I understand the difference, if there is one, between this and what I said. Unless we're using different terminology or something... I see now that your game has 'helpers' and 'members (of churches)', and it sounds like you can perform actions in locations where you are or where you have a helper... though it also sounds like it might be tough to know who owns which helper if they are 'left behind'... unless you can 'use' any helper that's not 'attached' to a player atm... Hmm...
Anyway, in the thread there have been other terms thrown about, 'follower,' 'apprentice,' 'master...' Maybe the difference in terminology is causing me confusion.
I want to encourage players to have to balance starting several churches with strengthening those churches. One way I'm planning to do this is to have the number of cards you draw related to the number of churches you've founded (sort of), which I *think* incentivizes founding churches enough.
Depending on how the cards work (as we have only started to discuss them here) it certainly could incentivize founding churches. Be careful not to make it TOO good or people might just found churches and never strengthen them! One way to avoid that is to have a limited number of churches (maybe 1 per town), which might further incentivize founding churches- lest space run out and you get screwed!
the idea is that when you add "members" to other players' churches, you get VPs for that immediately. (You also get VPs for the members in your own churches, but at the *end of the game*, and keeping the members in your church for the whole game will require some effort!)
Could this be done without having to keep track of VPs during the game? What if, for example, actions added members to chruches, and your VPs are calculated at the end as a function of the number of members in your churches (and whatever else counts)? So if someone adds members to your church and you keep them then you score VPs.
Oh, I see, then they don't score anything... well, I guess that depends on the action that added the members...
A primary ingredient of the game is accumulating *members* of churches, but these have no functionality in the action system.
I guess this is what I really had in mind but never really said it... that the 'followers' in the church would DO anything except score you points. The fact that you HAVE a church in a location would mean you could act there, and the 'followers' who are 'in your supply' (your Helpers) would assist in paying for actions.
That's certainly an interesting idea. I will certainly keep that in mind. It's a slightly different model than what I was working on, but it could work well.
It's sort of like this, but the idea currently is that your followers can act indepentently of you. (ie, can act in different places simultaneously)
Exactly. The exact formula is TBD, as I want to encourage players to have to balance starting several churches with strengthening those churches. One way I'm planning to do this is to have the number of cards you draw related to the number of churches you've founded (sort of), which I *think* incentivizes founding churches enough.
Pretty much; the idea is that when you add "members" to other players' churches, you get VPs for that immediately. (You also get VPs for the members in your own churches, but at the *end of the game*, and keeping the members in your church for the whole game will require some effort!)
A primary ingredient of the game is accumulating *members* of churches, but these have no functionality in the action system. The "followers" are called "Helpers" in my rulebook; they're, in some sense, extensions of yourself, making it easier for you to act or, alternatively, giving you the ability to act in several places at once. The board is bigger than Disciples (14 cities instead of 6), but it would still get pretty cluttered if more followers than that were available. I think that there will be about 10 available to all players, so in a 4 player game, most players could (if they wish) take on 2 or 3 of those helpers.
Hope this clears things up a bit, at least in terms of what I'm envisioning. Obviously, it's such an early stage that it's all in flux anyway, but it does seem to be crystallizing pretty well, in my mind, at least!
Thanks again,
Jeff