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 Meta Game Examples

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Iskar
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PostSubject: Meta Game Examples   Sat Oct 29, 2011 10:00 am

This is to illustrate some of the (possibly confusing) new rules and how orders should be issued to make things easier for Mordred. The following has been authorised by the latter.

For the sake of example imagine the Order of the Dragon issuing orders for its troops and provinces: Green italics signify explanatory comments.

Input data for this example: They have 120 knights and 175 retainers available, 5 knights and 20 retainers out on missions, are aristocrats in Rane and citizens in Ravenstern and have a total budget of 9085 RP ( = 10000 RP - total troop upkeep + total revenues from their holdings). Suppose additionally that they have 1 timber.

Example No. 1 (Issuing of construction and troop orders)


Buildings:

Hex 19 (Ravenstern):
Town Watch
Cost: 5000 RP x 0.1 = 500 RP Factor 0.1 because on citizen level you pay only 10% of the construction cost

Hex 43 (Rane)
Farm I
Cost: 1250 RP Full build costs because you pay the full price on aristocrat level

Total cost: 500 RP + 1250 RP = 1750 RP

other actions:
Sell 1 timber to the crown.
revenues: 1000 RP

New wealth: 9085 RP - 1750 RP + 1000 RP = 8335 RP

Troop orders:

50 knights to Hex 26 on patrol duty 50 knights = 50 x 20 RP = 1000 RP as required for patrolling
50 knights and 100 retainers to Hex 3 (Windholm) as vigilantes 50 knights = 50 x 20 RP = 1000 RP plus 100 retainers = 100 x 10 RP = 1000 RP, resulting in a total of 2000 RP as required for vigilantes
25 retainers to Hex 19 (Ravenstern) to serve as garrison
25 retainers to Hex 43 (Rane) to serve as garrison

Currently deployed troops (including the orders above) in knights/retainers:

50/0 to Hex 26 (patrol)
50/100 to Hex 3 (vigilantes)
0/25 to Hex 19 (garrison)
0/25 to Hex 43 (garrison)
5/20 on other missions

Total troop numbers:

105/170 deployed
15/5 available


__________________________________

Example No. 2 (How to get hold of a province)

Now the order of the dragon wants to build up its newly occupied provinces.

Suppose no other orders interfere with their ambitions in Hex 3 and Hex 26

Hex 3 is already owned (Windholm), so they cannot build a stockade.
Therefore they need to gain 10 influence to build a chapterhouse.
Vigilantes gives 4 influence per week.
After one week they withdraw the 100 retainers to attend to other duties and the 50 knights (= 1000 RP) change to patrol duty, generating 3 influence per week.
They continue this for two weeks.
After these three weeks they have 4 + 3 + 3 = 10 influence and can thus build a chapterhouse and obtain outsider status.
Now fully settled in the city they can take to other ways of gaining influence to improve their standing and subsequently upgrade their chapterhouse.

Hex 26 does not contain any castles or towns and is thus unowned. A week of patrol duty gives 3 influence.
After one week they have 3 influence. Moreover they can construct a stockade after patrolling for at least one week without interference, but do not yet obtain outpost status, as they still lack 2 influence (5 required).
After another week they have gained 6 influence and reached outpost status. They can now construct a chapterhouse and take to other ways of gaining influence.
When they reach 10 influence and have a chapterhouse, they technically reach outsider status but are automatically promoted to aristocracy, as the land was unowned before they came.
With full revenues (but also full upkeep and costs) they can now concentrate on building up more infrastructure.

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Last edited by Iskar on Fri Dec 30, 2011 9:39 pm; edited 1 time in total
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Lokloklok
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PostSubject: Re: Meta Game Examples   Sat Oct 29, 2011 10:14 am

Ah, nice. Thanks for clearing this up. So i assume if there were two orders conflicting it would go to the person who got to the required amount to claim it first, and did so first?
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Iskar
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PostSubject: Re: Meta Game Examples   Sat Oct 29, 2011 10:27 am

No, as long as more than one order has troops in the province, no further development is possible. You first have to drive the others out. This can be done multiple ways:

By fighting (see skirmish in the rules thread), by diplomatic initiative (offering money or withdrawal of troops from other contested provinces, ...), by plain threats, or whatever you can think of.

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Mordred
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PostSubject: Re: Meta Game Examples   Fri Nov 02, 2012 8:18 am

Could we get a revised version of this once the rules have been rolled out?
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Iskar
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PostSubject: Re: Meta Game Examples   Fri Nov 02, 2012 8:24 am

Sure.

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Iskar
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PostSubject: Re: Meta Game Examples   Thu Jan 24, 2013 12:14 pm

Several people have expressed their discontent with the distantness of the metagame and its lack of links to the actual roleplay, so I'd like to say something about it (not in a defensive way, no worries. Your concerns are completely valid, I just wish to offer some sort of solution because the metagame and its interaction with the roleplay are among if not simply my main interests).

Basic Fact #1: We cannot and do not want to force anyone to get involved in the metagame.
Basic Fact #2: We need a reliable system to make the resources of orders traceable, especially when inter order conflict is brewing, so we have a basis on which to determine outcomes.
Basic Fact #3: We want to reduce the freedom of action of the players in the least way possible. Therefore the metagame necessarily has a lot of different rules to be able to deal with the various actions thought up by players.

Result: It is impossible for us to force interaction between metagame and pure roleplay without also forcing those that do not want it to involve themselves into the metagame. If you do not like the metagame or simply wish to fully concentrate on your character you will only get in contact with it when GMs use it to calculate some of the outcomes of your action.
Result of the Result: If you want direct metagame-roleplay interaction you have to more or less start it yourself. Your creativity and imagination are needed for this and you can do it in different intensities:

A) From Metagame to Roleplay
Simply illustrate epic metagame events such as concentrating a lot of soldiers in one place (e.g. imagine a Saruman-like scene for your character), spending a lot of money at once (e.g. wagons after wagons of gold roll past while your character checks the lists), constructing high tier buildings (e.g. the "Maiden's Crossroad Keep" scene in Streets and Fields), etc.

B) From Roleplay to Metagame
Your characters are different from "traditional" roleplay characters in that they can actually hold considerable power. Where usually a party of players is shooed through a setting by the gamemaster here your characters can command vast power, troops and resources, able to thwart any evil plans a gamemaster might have had in store for you. When confronted with roleplay problems, do not hesitate to use the resources provided by the metagame. Command troops, offer considerable bribes, spend resources on roleplay projects.
Example: In the "Trouble in the East" event the gamemaster made a riot break out in the western parts of the city towards the end. In a conventional roleplay this would simply have caused the player characters to hurry there and deal with the problem more or less successfully with the help of whatever NPC troops the gamemaster might have granted them, solving some preset problems (or failing), then returning back to the castle. Here, though my character was able to deal with the problem in a different manner: He called in 500 militia from the surrounding area (troops provided by the metagame), bribed the Red Brotherhood to help quell the riot (2000 RP spendings included in the next orders), sent out men to contact the temple for support and buy whatever food they could get to appease the citizens afterwards (2000 RP as above) and made his men distribute strong alcohol in the rioting districts to make the rioters too drunk to act (1000 RP). In total the next metagame orders had "5000 RP roleplay spendings" and "500 men to event duty" in them to properly reflect the use of these resources. The entirety of these actions as well as the quelling of the riot they supported was played out then in the main IC thread of "Trouble in the East".

C) Proper Roleplay-Metagame interaction
How this one works seems to be what is actually unclear, so I'll explain it with an example from "Politics of the East": The founding of the EPTC with metagame stuff in orange, roleplay stuff in blue.

RP goal of the Silvermist: Create a Noldor friendly society in Pendor. --> One way to support this: More trade, Noldor friendly merchants.
RP reasoning: Best way to get merchants on our side is to offer profitable trade relations with the Noldor.


Metagame action: Build a consulate at Elacrai (Hex 62).

RP interpretation: An inn and comptoir on the shore of the lake outside the protective mists of Elacrai.

Metagame action: (earlier) Build up the castle of Wayrest. (RP: Located in the junction of the trade routes from Marleons and Laria to Poinsbruk)
Then build a large inn there for merchants (and other people). Cost: 10000 RP, 2 Timber, 1 Granite, included into the weekly orders as "RP-spendings".

RP action: Iskar visits Elacrai and discusses liberalised trade relations with human merchants. Consulate is to be used as meeting place for Noldor and human merchants.
RP action: Call the guilds of Laria, Poinsbruk and Marleons together and make a profitable offer, including caravan guards, the metagame enabled Noldor trade and the merchant inn at Wayrest.


Metagame: Detach militia to "event duty" to serve the EPTC as caravan guards.

RP: EPTC is founded.

Metagame: Merchant modifier bonus allocated by Mordred to reflect merchant relations in the metagame.


PS: Please tell me whether this is helpful.

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Saeros
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PostSubject: Re: Meta Game Examples   Thu Jan 24, 2013 10:22 pm

A quick clarification about the removal of the metagame: if it happens, it won't be without cost. Without the metagame, Aftermath will no longer be able to support large scale actions and players would have to RP more locally. Orders would no longer be able to own vast territories, large armies, or conduct refined diplomacy. This may certainly lead to interesting events and more intense RP, but it is also certain that Aftermath will become something else.

If the metagame is kept, however, we would have to find a way to increase player-metagame interaction. For me, the perception that it hinders the RP come from the fact that its too distant for most players. This would have to be solved.
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Sir Haegon
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PostSubject: Re: Meta Game Examples   Thu Jan 24, 2013 11:05 pm

Oh ah Just to be clear that I don't want it gone. Smile
I like how it is now, but I had to say what was the weakest point imo, and that's the Metagame since it causes the competitve OOC arguments.

The metagame actually keeps some people on board who would have quit otherwise, and with our limited player base I don't think removing it will help in any way.
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