OOC here:
http://www.bay12forums.com/smf/index.php?topic=151527.0Inspired by other god games on this forum, I've decided to start my own based off a DND campaign I wrote earlier this year. The Great Game of the Gods (GGG) was an under the hood aspect of the campaign. Players found themselves caught up in conflicts between these gods and discovered the history of the world as they quested. Now, I am going to bring it to the forefront and open the divine power to a select few forum denizens. I'll take as many players as I feel will make a good game and can handle. However, if you find this late and still want to join, send me a PM. I can work in people who care enough. That being said: here's how the game is actually going to work:
You will design a god (see template below) and enter into a budding world. You will be one of the original gods, the first feet upon this twisting primal land. And I mean that literally. Gods in this game are
alive and walk the earth. This means you can bleed and can die. Not that its an easy thing to kill a god.
You will generate divine power
(DP) naturally every turn. This can be used for any
direct action (Actions your god does directly) relating to your sphere/dominion. This power comes from you and everyone gets the same amount every turn. This happens
no matter what. Everyone gets 5 a turn.
You will receive power from worshipers, worshiper power
(WP) You will get one power for ten worshipers. This power allows you to appoint priests, paladins, mages, hunters, or whatever mortal occupation you desire (see human occupations below). In other words, this power indirectly guides mortals to what you want them to do. This, however, doesn't mean that they will always do what you want or do things how you want them done. Mortals are mortals after all and they do have free will.
Lastly, you have Ichor Points
(IP). This is your divine life force. It is the blood in your veins and what keeps you alive. That being said, it holds incredible power.
(IP) are, first and foremost, your health points. They do
NOT regenerate. The only way for you to regain
(IP) is to change
(DP) into some at a 1:3 ratio. This process works in both directions. One
(IP) = three
(DP).
Here's how the game will actually work:
GENERAL GAME RULES/MECHANICS:(0) You have
(DP),
(WP), and
(IP). These all do the things that I said that they do earlier.
(1) Turns will take place twice a day. The turns will end arbitrarily based upon when I check the forums. However, they will almost always end sometime mid day or early afternoon and then somewhere in the evening/night. There will be a fair amount of time between each turn so don't worry too much. I expect every player to miss one or two turns. Maybe more. This doesn't really disadvantage you because you still gain all your points for that turn, and the game is designed so that you may not even want to take action on your turn. If something really big is happening, then more time will be added for turns, but really, the game is designed so that missing even a few turns is ok.
(2) On your turn you can direct your god to do any action within your power. Whether this is speaking to mortals, doing divine acts, or whatever. Get creative and do some cool things.
(2.5) There will be a list of available champions per area provided later.
(3) You will start in a region, assigned by me semi-randomly (a god of water will end up in a watery place and not a desert). You can chose to stay there and claim it or move somewhere else. At the start you may only claim one region as yours, and you may use
some a sizable chunk of your power to change it or provide region wide bonuses with very mild effects.
(4) Sub regions exists. They can be enchanted like normal regions for a lower cost, but affect a smaller area. However, more potent effects can be placed here.
(5) Shrines, natural wonders, structures, and anything else really can be constructed for added bonuses. You will build these with a general intent, but as they normally relate to
(WP) and thus mortals, they may not always work out exactly as planned.
(6) Any aspect of the world can be changed for a price. Races, places, plants, animals, whatever, if you want to throw the points at it, you can change it.
(7) Alliances and fueds can be made, and are encouraged. Its a
dog god eat
dog god world.
(8 ) Monsters exist. They hate gods and will pose challenges to you as gods. Monsters range in strength from lowly goblins to fallen gods.
SPECIAL GAME RULES:You will not know all of the rules. Just the basics that come instinctively to you as newborn god. Part of the game is discovering the rules.
(1) Direct combat against another god is forbidden except under very extreme and special conditions. (You may find out about those later or be able to inquire about them through PM).
(2) Your goal is to subvert and usurp other gods. This can be anything from converting followers to sending mortal heroes to combat other gods. Nothing is safe, if a god builds a shrine you can destroy it. If a god makes an area dark and evil, you can make it light and good, hot, cold, anything.
(3) Every turn you can attempt to do anything. You're a god, act like one.
(4) I have likely forgotten something. If I add more (that isn't a secret) I'll let you know, but that's about it.