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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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MkeAton
Archangel

Wed

Aug 16
2000

06:11



Wikify

[Cel] [random reply stuff, lots of opinions, no real subject]

.Refugees may not be the most appropriate word . . . "converts" and
"draftees"
come closer. :-) In guesstimating the numbers for the Shanari, I assumed
that
they consider every male to be a warrior(an advantage of being nomadic).

Note, as well, that a slightly lower number of significantly more motivated
refugees will also survive to support the opposition.  In this case, it is
probably reasonable to assume the two factors offset each other.

.Could that population support the long war?
Population and agression are a long debated dicotomy in sociology.  The
discussion would be better pharsed, in this case, as "Can that polulation
support an army in the field for a long war?"  Our debate here actually
centers on the ability to maintain a coherent supply line.  Even the
primarily nomadic Sinari will face supply concerns in the long term (even
assuming that their nomadic army is self-sufficient through forage and
scavanging, the first time a culture employs a scorched earth policy against
them, they are in for a rude military awakening).  In terms of supply lines,
the population numbers need to be considered in terms of culture, wealth,
and orginization.  Sadly, I think that arbitrary game mechanics will not
ever be sufficiently worked out to replace subjective decisions.

And, gentlemen, please, watch the language.  We have youngsters lurking.

.The main issue I have is that the NPS's tend to be rather brittle and
easily defeated

The brittle nature of smaller NPS is a kind of game mechanic gestalt.  Large
or significant NPS fall under the protective auspice of the GMs and do,
indeed, have an active defense (part of the reason we have two GMs).  The
smaller NPS are deliberately allowed to be swallowed up for simplicity.  A
society without the creative impitus of a player is terribly stagnant and,
very likely, not well developed.  The fact that an agressive PS can
swallow-up a small NPS does not limit game posibilities (another player can
always be added and a re-eruption of a previously conquered/surpress culture
can occur) and has the potential to actually improve the developement of the
region (a player who conquers a region should attempt to reflect the affect
of the aquisition of the new peoples in play).  My largest concern with a
deliberate opposition (something along the lines of letting another player
temporarily assume control of the NPS) is that the actions taken will only
be in the context of the short term and will not reflect the history of the
people or follow-up their developement.  Thus far, the two GM system has
worked out well (although it's really going to get a work out over the next
few months as the Sanari press south).

In regards to the pacing of the game and the resolution of turns in general,
I blame the season (vacations, good weather, etc.) but I think we will speed
up a bit soon.  The next few turns are drawing in story lines which date
back to the beginning of the game and it's been a little tricky to weld it
all together.  (Mostly I'm just making excuses for myself but these darn
turns are just plain big and time consuming.  I can't speak for Jason but
I've been swamped and haven't had time to do the game stuff right but also
don't want to do it half-way either.)  The Canto of Sand is proving to be
even longer than the CoF and Jason has been slowed by waiting for me to sort
out all the Eerith/Mir history.  In fact, (ignore the man behind the
curtian), we're still working out the details of how that silly Golden
Mirror thingee works (soon, JTH, soon, I'm workin' on it, really).

.So, we just need to make sure we kill the leaders of old age...

A favored strategy of the Vraa'al and Eerith

.The Saraa, i dunno.

As they are defined now, the Saraa have human bodies although they almost
have to have eternal spirits that are reincarnated into their children in
order for the race to remain consistent to design but not die out.  That
being said, those definitions could change in a heartbeat if a player took
them in a different direction with good detail and narration or the Saraa
may have actually forfieted all of their previous spiritual status and are
now expressly human (introducing the idea of a degenerating culture into
Qai).

.The Ban Horroth, being reptiloid, and not humanoid, very likely live much
longer than their
human neighbors. Finally, the far south of Qaiyore is absolutely infested
with
goblins, distant relatives of the Elyrian goblin tribes. These goblins were
responsible for the fall of the Old Cedonian Empire.

Some of the regional descriptions of flora and fauna also hint at other
possibly sentient races and certianly leave room for additions.  Also some
of the sub-cultures within socieites, such as the preists of the oracle, may
not be entirely human

.As for the Eerith, who knows? :-)

(evil smirk) I do.

Actually, a significant amount of eerith background, lifespan, and the like
were laid out in the Canto of Fire and more is coming (although I think most
"biological" information is already presented).  What may start to get
confusing, if things progress as they have been, is that the eerith, the
society, is not comprised exclusively by the eerith, the race.

Ok.  I've consumed a good deal of posting space without actually saying
anything but at least this should put to rest rumors of my demise (small S.
Clements reference there as a joke, you see).  All right, shuttin' up and
going back to work on the game.

M. Keaton


"Any completion of the phrase 'I am' is a corruption of the entity.  The
direct object of existential conjugation becomes, not a description, but a
restriction." --Oberon to Tristan in "I, Oberon"--

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