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 Explaining turn #1

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PostSubject: Explaining turn #1   Wed Jul 22, 2009 3:00 am

Looking at the Basic Data

Ok, this is the first time you've seen the basic data all laid out in its own post. Basic data gets it's own spot at the very begining of every turn because while every deity starts out with the same BASIC stuff every player ends up with a lot of junk that the game master will eventually want to keep track of. It helps if all this stuff is in one spot. Since this is the first turn you've just got the same stuff everyone starts with. Lets go over each entry in turn.

Faith Points: 10

Every player starts out with ten faith points to spend doing things. At first you'll have no real idea what things cost so don't be afraid to try things. Any faith points you have left at the end of the turn will carry over. They are NOT lost.

You gain more faith points every turn depending on how the gamemaster thinks your people are feeling about your actions. Positive actions such as miracles or teaching them things tend to increase how much faith you get each turn. Of course people take extremely common actions for granted. It's all about propaganda and psychology here.

Fear Points: 10

Players also start out with ten fear points. Having twenty points total to spend right off the bat is very good for the early game, it's likely to be a couple turns before you have this many points again. Fear points work just like faith points but represent how feared and respected you are. You get more fear points if the people respect your might. You also get more points if people live in terror of your creatures, your followers, or your divine wrath.

Population: 35

This is how many people are in your tribe worshipping you. These guys are the source of your power and your life. Right now everyone in the tribe worships you, later on some people may be converted to follow other gods, or may decide to simply not worship you. You might also eventually run into wild humans who don't worship ANY god yet.

Free Action: 1 (Must be used this turn)

This is the first of the random odd things we sometimes keep track of. Every player gets to make one big opening move when he or she is born. Think of it as an explosion of psychic power that happens at the very moment you are "born" This is the only time you'll see this, so make good use of it!
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PostSubject: Re: Explaining turn #1   Wed Jul 22, 2009 3:16 am

Looking at the Description:

You gradually rise to awareness within the minds of a small group of 35 naked men and women. These poor wretches have been just barely getting by scavenging lion kills for meat and collecting edible yams and berries on the west african coast. They have a few stone stone tools and are jabbering at each other in a language that bears a close relationship to complete nonsense. What do you want to do?

This post describes what has happened during the course of the turn. Since this is turn #1 you haven't done anything but the desription gives you a rundown of who your people are, what they are currently doing, and roughly where your located. At the moment Drethnor's people aren't doing very well at all. They are somewhere in western Africa living like animals with a very primitive language and a few stone tools. This is the situation that the player is looking at when he makes his first actions as their god.
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PostSubject: Re: Explaining turn #1   Wed Jul 22, 2009 3:20 am

Drethnors Post:

Drethnor's post is very well organized. He's listed every action he wants to take in order and numbered them all. First he takes his free action, after that there are two more things he wants to do. As you read down you'll see that every so often he'll make a comment or two before taking any action.

These comments let me know a bit of what he thinks of his current situation. As the game goes on the people may do things that surprise him, or the other players actions may alter his game. This post is in many ways a structured CONVERSATION between me and Drethnor.
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PostSubject: Re: Explaining turn #1   Wed Jul 22, 2009 3:24 am

Feeback

The feedback post lets me address Drethnor. Like him I've addressed each of his actions in chronological order and all my replies are numbered. Drethnor is a very new player and he's tried to do more this turn than he has the points for.

That is fairly common with new players, or even experienced players who are playing with a new Game Master for the first time. He's going to have to learn what he can do with various amounts of points in the same way a young god really would; trial and error. He tries something and gets feedback. The player has a whole week before I process the turn so he can alter things quite a lot.
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PostSubject: Re: Explaining turn #1   Wed Jul 22, 2009 3:30 am

The Conversation:

As you can see the turn changed completely as we bargained back and forth. Initially Drethnor wanted some domesticable lions, a very small change, and probably a waste of the free action, but it would have been useful to his people, IF he had followed it up with different actions.

Instead he got the vultures, which is a much more useful change. These creatures are smart, tough, deadly, and while he had to pay for it he now can see out their eyes. This last is a VERY big deal. Normally a deity only gets to see and hear things that the people directly relay to him, or else he has to spend points spying on the world. Drethnor however is going to get a lot more information free of charge. You can see the difference this makes later on when you look at sample player two's turns.
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