Hi, Jason. When you finish revisions would you update it here or its gonna be so much different from version of 2019 year that's gonna be a different product?
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A member registered May 23, 2020
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Love the concept. But I made some adjustments along the way to solve things that irked me for my game. I hope it comes off as constructive criticism. As a sidenote, as an ever-DM I was trying to repurpose this to be more fit for a world-creation, hence I tried to move a focus a bit more from Empire being as only main faction hostile to all other.
- During map creation there were a lot of empty spaces left, so instead of adjusting amount of rolls, which is hard due to variability of island number, I made it "Roll until everything is filled". Also expanded table to 3d6 so there's more plain types to balance new ruling. Also-also removed River as a roll and made them free to fill in after all biomes are rolled, because rivers are much more common than any result on 2d6/3d6 may provide.
- Straight up ignoring Pantheons, sorry. It doesn't add much aside from hassle and it's not really an Era.
- Speaking of which, Eras have too much similarities between each other and due to randomness results come up which is impossible to fulfill (go at war with non-existant faction). I tried to split eras by function very strictly and ended up with this:
1. Genesis - Create islands, geography, place resources.
2 .Population - Create races, place Empire capital, place other tribes and monsters.
3 .Expansion - Empire grows, tribes grow with a chance of new faction, monster's influence grows. Wizard towers, bandit dens, etc are placed here as well. NO conflict yet.
4 .Upheaval - Wars, raids, fight for territory and resources. Revolutions and alliances. Settlements fall, tribes or factions go instinct or merge, monster lairs overtake civilisation or perish. Ruins and Tombs created here.
5 .Exodus - Endgame. Apocalypse, plague, invasion, natural or unnatural catastrophe, etc. Empires and factions may or may not survive this. In either case, game ends. - During Population Era I'd made sure that players are encouraged to replace any race with preffered result. Again, thinking as a world-building DM. Also, to combat repeating rolls, enforce adding adjective before rolled race. So even if it repeats, they are distinct enough (Dark Elf, Forest Elf, Desert Kobold, Trench Kobold, Human Riders, Human Barbarians, etc.).
- in Expansion Era (Burgeoning Kingdoms) I merged and expanded Settlement table and Hostiles table to 2d6. A bit more randomness that is balanced by the fact that no other force is outright hostile (it is yet to be decided during Upheaval).
- Lastly I separated Age of Empires and Rise&Fall into aforementioned Upheaval Era and Exodus Era. Some results were thrown back into Expansion Era. Basically making empire natural growth possible only during that era. During Upheaval it may grow only through conquest/alliances. And most nasty stuff reserved for Exodus where, if players want to play in created world, instead of roll result happening, players will be trying to prevent that outcome through their actions.
I hope I wasn't too brash and thank you for the effort you put into the game.