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Author Topic: A strategy game in a World-of-Darknessy setting  (Read 2431 times)

Neonivek

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Re: A strategy game in a World-of-Darknessy setting
« Reply #15 on: April 08, 2011, 02:42:36 pm »

Well it is that the books highlight that the more intelligent vampires have extensive amounts of security and often use humans, who are either acting on their own will or enslaved due to ghoulism or enthralled by blood magic, as ways to deal with things during the daytime.

The ones that didn't hid far away (though usually protected by monsters)
« Last Edit: April 08, 2011, 02:49:16 pm by Neonivek »
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Chandos

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Re: A strategy game in a World-of-Darknessy setting
« Reply #16 on: April 08, 2011, 02:59:07 pm »

Er-right. Or, this could go, you know, still without day and night, but all day, and vampires just unable to face the sun, that is, something like unable to go above surface/out of buildings. In this manner, vampires are only able to expand into new territories if there
  • are existing human structures
  • is some underground natural structure (I don't know if anything besides caves comes into this category, but just to be safe)
  • ... Almost forgot - or existing vampire structures
And some shenanigans with traveling.

Alright, that actually fits with what I had in mind: vampires being urban predators, it wouldn't make sense for them to set up large operations in sparsely populated areas anyhow due to scarcity of blood supply (with the exception of Gangrel perhaps). So it makes sense for the vampire expansion to follow closely after human expansion. I imagine settlements would have a support capacity beyond which attrition occurs, both due to lack of easy blood and lack of transportation that can accommodate vampires. Underground tunnels could give some clans bonuses (Cappadoccians for early game periods, Nosferatu for late game) in dealing with this support cap, or maybe for movement.

Well it is that the books highlight that the more intelligent vampires have extensive amounts of security and often use humans, who are either acting on their own will or enslaved due to ghoulism or enthralled by blood magic, as ways to deal with things during the daytime.

The ones that didn't hid far away (though usually protected by monsters)

I think this would be covered under the uses of Influence Points and how one would interact with the mortals (using them as pawns for defense, offense, etc).

Another way could be having an Action Point system where the number of APs you get depends on how well you can deal with sunlight.
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Supermikhail

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Re: A strategy game in a World-of-Darknessy setting
« Reply #17 on: April 09, 2011, 04:49:53 am »

Yep-yep. And it's influenced by how much cover a territory provides. Like, a natural cave system - a lot of cover to travel in, but almost no food. A village - little cover, little risk of discovery, and the food quickly becomes cautious and might migrate away (or might call for inquisition, if that's a right thing here, I don't know anything about it). A big, modern city - lots of cover, little risk of discovery, and plentiful, unaware food. An abandoned church overlooking a busy trade route - good cover, even if not allowing for much mobility, if cautious little risk of discovery, and good amounts of food. Lots of factors to keep attention on, and still I can't tell what good this game would be.

Yeah, and how much food you have per vampire at a give territory influences your defense potential, although a lot of vampires can influence the outcome of some decisive battle.
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