IN: Industry and Magic
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IN: Industry and Magic

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INFORMATION

How much sense does this make?

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1INFORMATION Empty INFORMATION Sat Sep 08, 2012 3:04 am

kasrkin Seath


Admin

**Haphazardly Copy Pasta from GM Manual**
Basic Mechanics
This section details the basic mechanics at play within IN: Industry and Magic, mainly the nature and purpose of the cycle game play structure and the purpose of rolls.
Spoiler:
Global Resource Pools
Global Resources are those that simply exist. They are not intrinsically tied to any location or thing, but are generated by things that are.
Spoiler:

Terrain
Spoiler:

Resources
Resources are raw materials present at the start of the game. These are necessary for several functions within a city, including some that are vital to its existence. Resources are not consumed, rather a controlled and active resource location will continue to provide a single unit of its resource type every action cycle unless a game event dictates otherwise.

At the start of the game, the location of resources will largely be unknown and must be discovered by the players. Tapping into a resource that is too far away from a city will require the construction of a settlement nearby; a resource must be in the zone of control of a city to be used. More information on Settlements can be found in a later section.
Spoiler:

City Information
Information relevant to faction cities but not the sub-parts included within them can be found in this section, including information on Population, Happiness, and the Player Character.
Spoiler:

Buildings
Structures work differently in this IN compared to previous iterations. Read this.
Spoiler:

Settlements and Roads
Settlements expand the zone of control of a city and roads allow that zone to be tapped into.
Spoiler:
Holdings
The term holdings is used to refer to anything which is owned, controlled, or otherwise heavily influenced by your city’s seat of power.

Spoiler:

Leaders
Leaders fulfill vital roles within a faction.
Spoiler:

Religion and Magic
Both Religion and Magic are used to cast powerful 'Realm' and 'Divine' Spells and can be used to great effect in combat. However, each operates and is tapped into in a different manner.
Spoiler:

Troop Grouping, States, Movement, and Logistics
Spoiler:

Unit Creation and Training Units
While there is a predefined unit list, players can create their own units. This section contains information on creating a new unit.
Spoiler:

Combat
Unless your PC is present at a battle or has some other way to communicate with a general who is (through magical, technological, or spiritual means), you cannot directly command units. Command is instead delegated to the General (if there is one). GM's(Admins, Mods) will execute the battle to the best of their ability and report events/results of the battle to all participants.


ADDENDUMS
Since even the GM Manual is currently in its draft and is also not meant to easily explain gameplay to the players themselves, a lot of information is likely to start popping up that hasn't been included in this thread.

Actions that require Targets, and Valid Targets
Spoiler:

Things to keep in mind
As always, this is IN, just because something isn't in the rules doesn't mean it cannot be done. If the rules state something cannot be done, there is probably a way to get around it. Think outside the box and try to break the rules; it's the best way to play the game. Besides, it would be impossible to cover everything with a rule set, especially the initial draft of a rule set with no playtesting.

Since this is a draft and has not been tested, do not be alarmed if the rules change over the course of the game. Rule changes will be announced a cycle ahead of time and players may appeal to stop the application of the rule change to the current game.

Not nearly all of the rules and established mechanics are in this thread, and most likely will never be in this thread. Many more probably aren't in here because they don't even exist yet. Players do crazy things and they can because there are no rules regarding the crazy things. Once the crazy things happen, however, then we can add rules for them based on how the crazy things are handled. Kind of like court decisions.



Last edited by kasrkin Seath on Tue Oct 02, 2012 1:56 am; edited 14 times in total

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2INFORMATION Empty Re: INFORMATION Sun Sep 09, 2012 6:13 am

kasrkin Seath


Admin

Admin/Moderator Order of Operations
For reference in case we screw up.


Beginning of Cycle Actions
These are the actions a GM will execute at the start of each cycle for each player and NPC. The order of these operations is important and should be strictly followed and reported to the player at the start of each cycle.

1. Collect Taxes
2. Add Effects
3. Collect Income from Trade
4. Collect Resources
5. Spend Resources
6. Pay Upkeep
7. Auto-Manage Trade
8. Calculate Population Growth
9. Calculate Happiness
10. Report to Player

End of Cycle Actions
These are the actions a GM will execute at the end of a Cycle for each player and NPC. The order of these operations is important and should be strictly followed and reported to the player at the start of the next cycle.

1. Execute Orders
2. Dump Remaining PP
3. Collect PP
4. Update Holdings/Settlements/Roads
5. Update Resources
6. Update Units
7. Update Leaders
8. Remove Effects

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