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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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SamGorton
Sam Gorton

Wed

Nov 3
1999

15:57

[Spa] Space IH Rules Setup

> 
> >Well, as I said, I don't want this to affect the mechanics.  We can have
> >possible suggestions, but if someone wants to create a combat force
> >of "Armored Comets", they should be able to.
> 
> Yeah, but since we are going to have 2 or 3 types of military organizations; 
> Army/Marines/etc, Space/Air which might have different size differences and 
> value.

Yes, but:
1) That's different than different classes of spaceships
2) Those are sub-determinants, which is a different (and pretty well
understood) IH think
3) I suggested two possible sub-determinants, Space-based and atmospheric
forces (with ground troops being 'atmospheric').

> >
> >I think you should think about precisely what you're trying to accomplish;
> >is it just that you're trying to "get more done" on each turn than in
> >fantasy IH?
> 
> Since this will be in space and societies willl be way bigger then societies 
> in Qaiyore, a lot more things can be done.

Some yes, some no.  You can more things at a smaller scope, but it's
actually much harder to change your fundamental determinant.

Scope is the key; for a hundred-planet system to "fortify its borders"
is one (hard) strategic action.  For a one-planet system, fortifying
its borders is also one strategic action.

But if you're looking at "build a single starbase", that's much easier
for the large society, because it's going down in scope, so it can
be associated with an extra action, and it still could be easier
than a much smaller society.

> >There's no reason why races would agree on stardates, either. In fact, it's
> >likely that each race has their own calendar and year - and the "meta"
> >time used by the players could just be one of those, arbitrarily.
> >
> 
> I know that, but we do need something to measure turns in our game. Can't 
> use Years because people will argue about travel times, the task of doing 
> certain things and etc...

I dunno, I think years give us (the players) a good feel for what travel
times are and how long actions should take.

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