Author Topic: The HILL RPG no2, ideas, rules, recruitment.  (Read 4959 times)

Dimos

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The HILL RPG no2, ideas, rules, recruitment.
« on: September 22, 2012, 05:16:02 PM »
Hey guys... What's up?

It's been a while since the last HILL RPG. Now, a new HILL RPG is about to start. The basic rules will remain he same, but we can have a discution about the game, so as we can make it better and more interesting.

I think of maybe implementing more players per square to be able to have property and work at the same time and maybe we can also implement some objects that will not be useful in war, but they will be useful as property of each player. Horses will be added, and they'll allow players to move 2 rectangles away. The basic idea is that free players are creating oposite societies and they build their own lands. They are free to put taxes or gather items. Maybe a new map will be added, or the old one will be improoved. We can also consider adding gold mines to the game which will be also a way of making money and buying objects...

For more info and for new players, look at the HILL RPG old thread and recruitment topic.

So; who's in?  :)

PS: If I will play as well, we'll need a GM to run the game for us, provided he will declare begining and ending of each turn in fixed timelines.
PS: The turns will be dynamic, as in the first game.

Game Moderator: NightAngel
Players:
Dimos
The Khan
Feet
Son of the King
« Last Edit: October 05, 2012, 05:36:26 PM by Dimos »
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Dimos

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #1 on: September 22, 2012, 05:16:26 PM »
- Reserved for the rules and other important stuff -

Rules:

The HILL RPG is a turn based RPG, each turn represents a month. Turns are dynamic.
People are free to ''Cultivate'' , ''Hunt'' , ''Fish'' (and ''mine'', If I'll add some Gold mines)
Players are free to form political bodies, alliances, and groups, according to their interests and at their own will.
Players can buy weapons or other objects that will allow them to defend themselves or show their wealth or greatness.

Skill points: When a player gains a victory in combat he also gains +1 in attack or +1 defence, if he choses to set free the one he subdued. He can also chose to enslave him (the loser gets -1 hitpoint and he contributes to his master's wages. He also looses his weapons, but the winner gets no other skills). If the defeated player has no more hitpoints, he is pronounced dead and he is removed from playing.

Weapons:
Sword, 4 attack, cost: 5 coins
Axe, 5 attack, cost: 7 coins
Spear, 3 attack, cost: 4 coins

Armor:
Helmet: 2 defence, cost: 4 coins
Shield: 3 defence, cost: 5 coins
Leather Armor: 4 defence, cost: 6 coins
Chainmail: 5 defence, cost: 8 coins

Items:
Crown: cost: 4 coins.
Spoon: cost: 2 coins.
Plate: cost: 2 coins.
Royal Banner: cost: 6 coins.
Carpet: 2 coins.
Maybe more...

How to gain Money:
-Farming, Fishing, Hunting (and maybe Mining) will offer the player 2 coins each round. Improvements will be availiable. Look below for more info.
-Work as a Hired Mercenary under the service of a Higher Lord. You gain money according to the hiring agreement.
-Impose taxes on people who live in your lands. You can impose taxes at will in regions you hold or demand taxes from places you threaten. The taxed people can choose either to pay you or not.
-Sell Items. If you win over enemies, you gain access to their inventory, thus you gain weapons or other items, which you can freely sell to others.
-Looting and Pillaging: Every time you enter an enemy territory unoposed, or if you conquer a region through combat, you can choose to demolish all buildings (you gain 2 coins for each) or keep them standing (pay 2 coins for each to be repaired)

Buildings: 
-House: +1 farming income, +1 defence for the owner, cost: 6 coins. Allows the Declaration of a state.
-Manor: +2 defence for the owner, ability to train a horse (allows you to move 2 rectangles instead of 1, horse cost: 4 coins), cost: 10 coins
-Castle: +3 Defence for the owner, the owner of a castle is considered the owner of the region. cost: 15 coins.
-Docks: Ability to craft a ship(costs 4 coins). (dock) Cost: 4 coins.

Map:
« Last Edit: October 05, 2012, 05:48:15 PM by Dimos »
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Captain Carthage

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #2 on: September 23, 2012, 11:18:04 PM »
I would like to volunteer for the GM position, with the stipulation I can hide some stuff.

So let’s get the flavour going, I’m very much in favour of a varied map, with some key locations.
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Dimos

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #3 on: September 29, 2012, 01:33:19 PM »
Anybody else interested in the game?  :o
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Cuddly Khan

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #4 on: September 30, 2012, 07:23:33 AM »
Yeah, sure! It'll be fun
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Dimos

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #5 on: October 02, 2012, 06:39:58 PM »
Now I'll add some basic rules, Khan, can you spread the word in the forum?  ;)

PS: If we'll use the old map, tell me where you wanna start. If you prefer a new one, let me know!
« Last Edit: October 02, 2012, 07:29:27 PM by Dimos »
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Cuddly Khan

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #6 on: October 03, 2012, 07:23:01 AM »
Use the same map by either expand it or double the... umm... shapes so that there'd be 6 on the island etc.
« Last Edit: October 03, 2012, 07:27:27 AM by The Khan »
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feet

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #7 on: October 03, 2012, 12:11:15 PM »
I'd like to join. Looks interesting.
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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #8 on: October 03, 2012, 03:31:40 PM »
I'd also like to play :) .

Cuddly Khan

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #9 on: October 03, 2012, 09:40:33 PM »
I like that thing under your name feet! ;D
« Last Edit: October 03, 2012, 09:42:49 PM by The Khan »
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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #10 on: October 05, 2012, 12:47:02 AM »
Did you just notice it? I had it for months!
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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #11 on: October 05, 2012, 07:13:48 AM »
Well you haven't been posting as often as you were months ago. I probably just forgot about it though. :P

On topic: New blocks like mountains would be handy, rivers would be cool too.
Most effective elected official. Ever. (not counting Jubal)

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Dimos

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #12 on: October 05, 2012, 05:32:25 PM »
What do the other players have to say about the map? If you agree to keep with this one, then you can tell me in which location you wish to start the game...

After we'll have many players, the game can begin. NightAngel will become our GM.  :)

PS: I suggest the new players (the ones who didn't participate in the HILL no1) take a look at it, because the basic rules are present there. You can learn how to attack and what you must anounce each turn of the game.  :D

PS2: Do you like this map better?
« Last Edit: October 08, 2012, 02:01:47 AM by Dimos »
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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #13 on: October 08, 2012, 07:34:13 PM »
i want to play  :)  but i'm not quite sure i'd understand all the rules... it looks complicated
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Dimos

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Re: The HILL RPG no2, ideas, rules, recruitment.
« Reply #14 on: October 09, 2012, 12:36:23 AM »
It is a bit. Look at the old thread, the rules are based on it. Would you like to tell me which rules you couldn't understand?  ;)

Shall I add you to the players' list then? Which map do you like the most?
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