The Map: https://i.imgur.com/CBW7u.jpg
Here are the most important parts:
- One of the most important things to remember about Dawn of Worlds is that as players create things, other players are entirely free to change them. This is usually more than enough incentive to set civilizations at war, as you will see in a moment.
- Every round, each player takes a turn, having the opportunity to make changes to the world. Each player will receive points every round, and these points represent the “power” that they have available to expend shaping the world. Points can sometimes be saved up over several turns to do something really dramatic.
- You cannot win while playing Dawn of Worlds, and nobody else can loose. With this in mind, feel free to tinker with your own races or totally corrupt those created by someone else.
- Disagreements are bound to erupt. If you and your friends cannot come to an agreement on what would be the most fun way to handle a disagreement, flip a coin or find better friends.
- The first Age is focused on geography. The second age is focused on the raising of the various fantasy races that will dwell in the world. Third age is an age of politics, war, and learning.
- If you end your turn with five or less points left, during your next turn you will get 1 extra point. You can stack this effect up to 3 points. The bonus will move to second and third age. If at some point you end your turn with 6 or more points you won't get any extra points next turn and have to start stacking the bonus again.
- Forget everything you know about the real world when creating this one. This world doesn't have a shape yet, there's no global currency or set times of the day or year. All of these have to be created with events. Even the water-looking substance surrounding the islands might not be water.
Your turns in a nutshell:
- Check if you have any saved up points from last turn.
- Make a new post where you roll 2d6 dice and add the result to your power pool.
- Make a new post to spend points on actions or save them for later.
— When making your actions clearly write what you want to do and where. You can try to describe the locations or quickly sketch them like this. I'll only update the map once a full round of actions has been made so read what other players have done as well. - Edit your notes if needed.
Power | 1st Age - Land | 2nd Age - Races | 3rd Age - Relations |
Shape Land | 2 | 4 | 6 |
Create Race | 22 | 6 | 15 |
Create Subrace | 12 | 4 | 10 |
Command Race | 8 | 4 | 3 |
Command City | 6 | 4 | 2 |
Advance Civilization | 10 | 5 | 6 |
Advance City | 8 | 4 | 5 |
Purify Civilization | 5 | 3 | 4 |
Corrupt Civilization | 4 | 3 | 3 |
Purify City | 4 | 3 | 3 |
Corrupt City | 3 | 2 | 2 |
Event | 10 | 7 | 9 |
Create Order | 8 | 6 | 4 |
Command Order | 4 | 3 | 2 |
Create Avatar | 10 | 7 | 8 |
Command Avatar | 2 | 1 | 1 |
Catastrophe | 10 | 10 | 10 |
More Details of Actions
Read the original rules to grasp the general idea for each. Here is supplementary material to them and possible changes.
Shape Land
It's Shape Land and Shape Climate combined from the original rules. You can freely change landscape up to 7 hexes — they have to be next to each other, example. Expect those spots which have been shaped already.
Create Race
Remember to specify where the race starts. You can command them to move to another place during your following turns. Your race starts with the same alignment as you picked for yourself.
Command Race
Remember that you can only command other races if you have an order within them.
Advance City / Civilization
So long as that city or civilization persists, it will always be the greatest on the field you picked. There can't be two of the same advancement on the world. Advancements can be lost during events, if the player can think a fitting event for occasion. If for example some race would specialize on magic, you can't specialize on things that go near that category. Alchemy would still be okay.
Event
Events cannot erase races or cities, however they can weaken them. There could be a plague or a storm. Remember that events can also be positive things.
Create Order
With this you create an order within a race. It affects all cities that race controls. Basically if you have an order within a race, you can use Command Order which is a lesser version of Command Race/City. If another player wants to get rid of your order. They may create another order to hunt them down or create an army and simply eliminate them.
Create Avatar
You can create an avatar of yourself. Moving your avatar doesn't cost anything, however you can only move it once during your turn. You have to use Command Avatar to actually do something with it. Creating an avatar is an easy way to make a race during the first age — as you have to only pay the cost of creating an avatar and the cost of command avatar to create one. You can only create one race with your avatar, rest have to be made with the Create Race action. There's no limit how many avatars you can have.
Catastrophe
Catastrophes can destroy avatars, cities and races. If it affects an area the maximum range is 7 hexes.
Battles
If there are no defences on the city somebody attacks, the attackers immediatetly take control of that town. The race that was inhabiting the town before isn't wiped out unless the attacker during his next turn commands the army to kill the rest of the race. If there are armies battling out then throw 2d6 and the higher number wins. +1 for every advancement and event that might be useful for the battle. +1 also if you're leading the army with your avatar and the enemy avatar isn't there.
Current Players:
- Lucid
- kaede
- Capitalist Pig
- Pamodacha
- Xenovent
Isonar- Corenat Rovarnus
- Skraal
- Sareth
- Red_Comet
- If you wish to join the game simply post on this thread or contact me on IRC.
House Rules
- Before the game starts each player chooses an alignment for themselves from the nine alignments. Try to stay true to that personality during the game.
http://pathfinder.wikia.com/wiki/Neutral - The more fluffy the better. There is no extra cost for creating races that don't fall directly under the classic fantasy settings. The more details you can write about your avatar, races and events the better. You can start with something simple like naming your avatar and city.
- Make a post to the first page of this thread, in which you keep track of everything important you did. How many points you have. Races, cities and orders. Any major events. You get the point. You don't have to keep exact track of what actions you have used during your turns.
- Pictures! If you find any good pictures to represent your races, avatars or cities. Do use them. I can use them when updating the map to make clearer what places are yours or under your control.
- Your gods domain. During each era after the second round there will be an event during which each god decides which domain they want to rule. For example magic and war. Read the list below and choose the domains that interest you. Each domain can only be fully controlled by one god, however you can share the domains with other gods by slicing it to sub-categories. For example you could categorize the domain Death to murders and natural deaths. If two or more gods want the same domain, then the one who has made actions benefiting that domain get first priority. If there isn't a clear difference then a coin is flipped. The domains may change during the following eras. You may drop your old domains and others might want to contest for the same titles.
- By default avatars can only be controlled by the player who created them.
- You can give points to another player. You can also decide on extra terms during transaction such as giving limited or limitless control of your avatars or races to the player who gave the points. Extra terms will not be kept track of or enforced — it's a trust based game, don't be an ass.
- Only one turn post per round.
List of Domains
- Spoiler:
- Animals
Birth
Chaos
Day
Death
Family
Forbidden
Forests
Freedom
Healing
History
Honor
Hunting
Insanity
Inspiration
Judgement
Knowledge
Love
Luck
Magic
Mountains
Night
Oaths
Order
Plants
Pleasure
Protection
Sea
Secrets
Time
Travel
Trickster
War
Wealth
Planned Starting Date: 05.02.2012
Last edited by Lucid on Sat Feb 25, 2012 10:09 pm; edited 13 times in total