quote:
Originally posted by Kagus:
<STRONG>Yeah, I'm going to put in a vote for a larger board. Breathing room is nice to have when you're being creative.And I find the "parlor room of the gods" part difficult because it's hard to embrace and act out the deeper secrets of a particular faith when that god is sitting around with a few buds and popping snacks.
For instance, the god of death and silence. A powerful force that waits at the end of the mortal path, a great and influencing sentience that cannot truly take form but can impart some of itself to a particular location (say, the capitol). How does that work when he's sitting in the Laz-e-dwarf and moving pieces around on a board?
And the demon Malkethaz, a greater infernal who managed to find a planar rend large enough for him to fit through into the mortal realm and then draw forth minions to serve as his forces. How do you move yourself on a board?
Anyways, I found ways of working with it in the last thread, so if I do decide to join up with this one I'll find a way of working with it again.</STRONG>
How gods appear to mortals and how they choose to show themselves to others is not neccecarily the same.
Your first example could be a taicturn god, one who doesn't speak much (or at all, perhaps indicating his plays by gestures). If he is totally immartial, he may be forced to exert his godly powers to simply move his pieces.
For the second, you could have him as a greatly scarred and Narissist god. He could have his champion be an avatar of himself on the board. (Actually, that's technically what all heros are. They are borderline immortal. While they can be slain, it is exceptionally difficult to do so and if not slain they will live indefinatly.) and all of his heros could take on or be an aspect of himself. It's implied that at least some of your god exists in the same plane as the others, else they wouldn't still be a god, thus that part should be able to move his pieces.
Akroma, exactly. That's why we use the common sense rule. Some civs will grow quickly. My own civ live in an area that has abundant food and wood, but has virtually no metal (excepting a little copper that might be found in the soil) and no real means or inclination to mine. Their population will grow quickly, especially since they prefer to live along rivers, but the individual sites will not be difficult to destroy if somone decided to destroy them.
Meanwhile Ukko's giants will probably have slower growth, but have vastly better metallrulogy. Biology and harder living conditions would make their numbers smaller, but since they prefer mountainous terrain and probably started with a lot of metal that is relitivly easy to find they will be very much a terror on the battlefield.
That's not to say they would roll my civ in combat. In the forest the Giants would be easy to spot, being out of place and not familier with the terrain as the much smaller and probably more agile Vulpinians. My civ would use hit-and-run tactics, taking advantage of their preferred weapons (bows) and terrain. They would drawing the giants out into the forest and pick their warbands apart one by one. To counter, the giants could potentially clear-cut the forest, transforming it into plains. However, doing that could alienate the Roshanians or Ipetians, who may very well have a use for the woodland of that area. No matter how agressive and potent the giants are, three civs against one is hardly an easy fight.
Play it by ear. Try and make it fun. Describe things and roleplay. The point of this isn't the game, it's having fun watching your civ interact with the others. That's not to say you need to describe every last action in detail, but important events should be mentioned and described.
Roleplaying is fun. ^^v
[ May 15, 2008: Message edited by: Jamini ]