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Non-combat conflict resolution

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NetWolf
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Joined: 12/31/1969

Background: the basic idea of the game is that you and the other players are a fledgling deity. Each character has certain powers and abilities as well as a pool of generic "miracles" from which all players may utilize. The point of the game is to defeat the other players by removing their worshipers somehow. The more followers you have the more powers you gain, and the fewer followers your opponents have the weaker they are.

the Situation: I've decided that any given tile on the map may have three folowers (total of all players) on it, so of course at some point these entities would enter some sort of conflict to drive one group of followers away (or destroy/convert them).

the Problem: how can I resolve these conflicts? Originally I had the idea to simply have the two opposing players roll a d6, highest total wins. This number would be modified if one player had more followers on the tile than their opponent. This works pretty well and it places a large risk on both parties (Thus making conflict between groupd of followers risky). The problem with this is that it seems rather static and doesn't quite evoke the mood I want for this game. I don't want this to seem like a giant Holy War type game, but one of strategy.

How can I resolve this without making is seem static or too combat-based?

Julius
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Joined: 12/31/1969
Non-combat conflict resolution

How about 2>1 type success: If you have two followers of your belief enter a space with one follower of another belief, that follower is converted to your cause?

If that would be too overpowering, have stages: Belief A -> neutral -> Belief B. So, on the first round you bring two of your followers to a square with someone elses follower, they move to 'neutral' - If a neutral follower is in a square with two of your guys, they become followers of your belief.

No dice rolling whatsoever, just automatic success.

If a tile has one A, one B, and one neutral, nothing happens. You must have the 'voting majority' to enact change.

Anonymous
Non-combat conflict resolution

Julius wrote:
How about 2>1 type success: If you have two followers of your belief enter a space with one follower of another belief, that follower is converted to your cause?

If that would be too overpowering, have stages: Belief A -> neutral -> Belief B. So, on the first round you bring two of your followers to a square with someone elses follower, they move to 'neutral' - If a neutral follower is in a square with two of your guys, they become followers of your belief.

No dice rolling whatsoever, just automatic success.

If a tile has one A, one B, and one neutral, nothing happens. You must have the 'voting majority' to enact change.

Thinking it might be interesting to lengthen the process here a bit, in order to give the opponent a chance to react. Adding decisions in the process. How about 2>1 equals neutral, and 3>1 equals conversion? That way the opponent has to decide wether he'll shore up the endangered area, or abandon it? Although there is a limitation of three followers on a tile, how about 4 being permissable for no longer than one round? Excess followers have to be moved to another adjacent tile at the end of the conversion action. Consider it going on an evangelical mission.

Of course that complicates things a bit, and could turn the game into a real brain burner, as you'll be trying to set up chains of events to dominate the board. Maybe this is heavier than what you had in mind.

Respectfully

Falloutfan

Zzzzz
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Joined: 06/20/2008
Non-combat conflict resolution

Ok I am finding it hard to answer your questions, because

1) How do players put/gain/add followers at the start of the game (or for that matter during the game)? Do we all start off with X followers in each tile? How do I add followers so I can *get an advantage*?

2) What happens to a converted follower when I resolve a conflct? Seems to me that if I am limited to max of 3 of my followers per tile, the example of 3>1, would result in a problem. Assume I had 3 and you had 1, if I converted your follower, would I have 4 followers in one tile? But this is impossible since I can only have a max of 3. Do my opponents followers in this case *die* (or get removed from the tile)?

I have to agree with both Julius and falloutfan, taking a stepping approach would be very nice. I like that fact that it would add a sense of *time to convert* opponents followers. Since in real life converting a believer in anything (just think about all the iPod lovers) to use/believe in something else should not be instantaneous (or easy for that matter).

There might even be room for some type of *feat* type mechanic that players would need to accomplish while in the tile to prove/sway opponents followers to convert. But I will add onto that more once I understand the above two questions I asked....

doho123
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Joined: 07/21/2008
Non-combat conflict resolution

How about have all followers happily co-exist together, until a player utilizes a "convert" miracle, at which point you do what was mentioned above: on any tile where the acting player has the majority, all (or maybe just 1) opposing follower converts.

larienna
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Joined: 07/28/2008
Non-combat conflict resolution

All followers co-exist at the end of the turn all player's turn, You roll a die for each territory where there is a majority of followers from the same religion. If you roll above X, you convert 1 follower.

NetWolf
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Joined: 12/31/1969
Non-combat conflict resolution

Well, to clarify a few basics first:

You gain folowers automatically as determined by your Deific Aspect such as War, Peace, Light, Nature, etc... Some gain more than others and some do not gain followers in a natural progression, but each has a way of automatically gaining followers.

You also are able to build Atlars which automatically generate followers at a rate of 1 per turn, but only on the tile which the altar rests. Altars have a unique aspect in that they cannot move, and in a conflict they count as 3 followers. To build an altar a player must have a tile which has 3 of his own folowers already on it, and then sacrifice them (Remove them from the board), replacing them with an Altar. The Altar counts as a single piece for the purpose of limiting pieces per tile. Thus an invading force could put two of their own followers on a tile which bears an altar, thus preventing it from producing more followers and, if they so choose, they may attack it though they are still out numbered 3 to 2.

Neutral individuals is an interesting idea that I hadn't thought of. At the begining of the game each player gets either 3 followers or 1 Altar. If the empty tiles on the board are populated by neutral entities, then at the begingin of the game, the purpose would be to convert these 'neutrals' into followers, rather than simply sitting around and building altars unti you move against your opponent.

For simplicity sake, player's followers would be granted a +1 to die rolls against neutrals but player vs player rolls would begin at a normal rate. The Neutral and the Player would then roll a d6 each and the highest modified total would win. If Neutral wins then they remain indifferent. If the player wins they have converted another to their cause. The would make the game a bit less risky in conflicts since my original intent was to completely remove followers who lost a combat roll. Now, the losing faction will become a Neutral and then can be converted by another party. This could be especially nasty if this is a multiplayer game.

Player 1 moves a single follower to a space on which Player 2 has a follower.

They are the only two there and they try to convert one another. One wins and one loses. Thus one is normal and the other is a neutral.

Turn ends and player three swoops in and converts the neutral and suddenly the tile has two followers for player 3 and only one follower to the other player, thus granting him the advantage.

I like this idea!!!! Thanks for the help guys (and gals)!

NetWolf
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Joined: 12/31/1969
Non-combat conflict resolution

Zzzzz to answer question #2, there can only be a total of 3 pieces per tile. These pieces are of all players, not just your own.

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