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Thread: TWS2 RPG Discussion Thread
deguerra 08:13 09-05-2011
Some nice ideas.

Originally Posted by Zim:
Doing away with a voting system or a big rehaul would be the biggest change (for good or ill) we could make compared to the other games.
An interesting thought. I'm tempted to say that 'roles' are already powerful enough without removing votes altogether. That said, I like the idea of votes being informal and non-binding.

None of you so far have mentioned player structure (in terms of houses or families or whatever we called them). While ironically it almost works best historically with STW2, I wouldn't mind giving the game a try without the usual strict hierarchy and associated bonuses. It would free of inter-player diplomacy to be more varied and less rigid. And it would mean that a smaller playerbase or dwindling numbers (IMO the bane of all our RPGs) would be less of an issue.

I'd still be up for making Mon though Click image for larger version. 

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Arjos 11:29 09-05-2011
For the little I know about Sengoku Jidai Japan, the Daimyo held war councils where every general could and had to make known his view regarding strategy, but the final say was the Daimyo's...
So orders where issued according to his plan, influenced or not by his generals, and he could take control or choose a "delegate"...
Same with agents, with the head/s of each commission be given free hand or directives...
Influence points is a very good idea, could determine if one gets pardoned, trusted or forced to commit seppuku :D

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Kagemusha 13:57 09-05-2011
I would definetely be interested in this.

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Nigel 19:30 09-05-2011
Originally Posted by Arjos:
For the little I know about Sengoku Jidai Japan, the Daimyo held war councils where every general could and had to make known his view regarding strategy, but the final say was the Daimyo's...
That is my understanding, too.
With that, we could still have votes, but they are non-binding and the Daimyo makes the final decision in the end. Votes would in that case be like the Daimyo sitting in front of his council and saying: "Gentlemen, we have this problem to solve. Suggestions!"


Here is another though about controlling the navy.
At some point I thought that the CoFinance will have very little to do (just setting taxes to the maximum possible and exemptimg those cities which are about to revolt is a bit of a no-brainer, really), so perhaps he could be given control of the trade ships, or the whole Navy, or the decision of whether the CoF or CoW controls the navy is left to be made by the Daimyo later in the game and the two can bicker and rival each other for that additional power, if they want to.


As for difficulty, keep in mind that overall we will be much less efficient than if a single player was playing agianst the AI. I would suggest using either Normal or Hard. We do want to have the time to work on our careers and not just fight for survival all the time.

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Ituralde 14:44 09-05-2011
Originally Posted by deguerra:
None of you so far have mentioned player structure (in terms of houses or families or whatever we called them). While ironically it almost works best historically with STW2, I wouldn't mind giving the game a try without the usual strict hierarchy and associated bonuses. It would free of inter-player diplomacy to be more varied and less rigid. And it would mean that a smaller playerbase or dwindling numbers (IMO the bane of all our RPGs) would be less of an issue.
I agree that the feudal chain that was introduced in LotR would not have to apply to this game. All players would belong to the same clan without further subdivisions. The abilities would depend on whether you embody an agent or a general and wheter you have one of the nine major roles. Aside from that allegiances, and alliances are free to shift for whatever purpose that is required. It would be a much smaller and focussed experience.

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TheLastDays 18:31 09-05-2011
I had a very crazy idea: I don't have enough knowledge about historical Japan to say how accurate that would be but how about the following:

1) Every player represents the head of a "family" inside the clan. They'd be noble families and thus controlling the Samurai of the clan. Influence could then be used on a biased vote but the Daimyo doesn't necessarily follow the results of the vote. Influence also controls Samurai though, so for a certain amount of influence a family would control a certain amount of samurai units (maybe they would choose what kind of Samurai units). They can directly choose to send their Samurai on campaign and support the current goals or withhold that support. Control on the battlefield would still be up to the general in charge of the army stack but the family head decides if his Samurai will fight at all, similar to what was proposed about the Head Monk and monk units.

2) I also support that going for the Head Monk and monk units and maybe the Head Ninja for Kisho units, although they are hardly ever used anyway.

3) This would give the Daimyo direct control over the Ashigaru units only, making the influence of the other players much more tangible in the campaign. It would also effectively limit our access to special/samurai units, giving us an overall limit and forcing us to rely on Ashigaru as well, maybe the Daimyo will even rather rely on Ashigaru in some situations, instead of giving his subordinates too much power.

4) Not sure what to do with the Agent players though. Maybe they could be heads of families as well and just in control of their current agent or we find something else to involve them some more. The Head Monk would work well with the control of monk units but what if we decide to convert to christianity? We could also go ahead and just have one player as head agent for each category and have him control all his agents.

Oh, also I'm very interested in joining this

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Arjos 18:40 09-05-2011
I like the idea about each ingame general as a family leader, which is historically correct, but I'd say all and even the Daimyo should've access to both ashigaru and samurai recruits...
As for the metsuke/ninja, their head could represent a lesser figure, but capable to recruit ashigaru and maybe special units; afterall these individuals had a koku salary given by the clan...
The monk is all set with sōhei units...

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TheLastDays 18:59 09-05-2011
Well the monk units only come into play as long as there is no conversion. Also, who'd be in charge for naval warfare.

What I forgot is, yes, of course the Daimyo would have his own amount of samurai units as well, just limited, just like the other family heads and I like the idea that this will limit the overall amount of samurai the clan will be able to field.

Also, any ideas as of yet, what difficulties to use and which clan to play? Some of the ingame mechanics should probably represent the clan, like someone already mentioned, the spiritual class would hold a lot of influence in the Uesugi clan while the Takeda would favor a skilled cavalry commander, etc.

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Arjos 19:09 09-05-2011
If the Daimyo turns christian, we could even rp the clan splitting and maybe even killing the Daimyo :D
Otherwise instead of monks we'll have missionaries, and they could administer trade deals with europe, and with more influence maybe some admiral from the continent to oversee the Nanban ships...
For naval warfare, we'll need an ingame general (I had a general fighting only on ships in a campaign and he gained pirate/admiral retainers was fun ^^)

As for which clan I have no preferences, but imo we should pick something like the Hojo, Takeda, Mori or Shimazu: a clan with a lot of brothers and sons, since generals aren't as many as previous TW games...
Difficulty anything beside legendary, because we'll definately need the manual savegame feature :P

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TheLastDays 19:30 09-05-2011
I'm for normal or hard battle difficulty and hard or very hard campaign. I dislike battles that are dominated by huge stat advantages to either side.

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