Divinity Forge Game 2

Game Master Alosvalophos

Competitive world building where gods do battle to ascend to true divinity.


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Rules for Game 2
The First Divinity Forge

Across aeons the gods had done battle; wielding the mighty forces of their divine station, they sent their chosen peoples to war across land and sea to secure ascension to true apotheosis for the sole victor. After the turmoil of ages upon ages locked in broil and battle that reshaped the world itself, one deity emerged triumphant: Alosvalophos, the Celestial Patriarch, Lord of the Centaurs.

His being has been written into the very fabric of the universe by the Entity, and now it comes time for him to raise another after the same fashion on a world ripe for theogenesis.

From his lofty perch amidst the stars, Alosvalophos looms over the world as-of-yet empty of sapience and gods. "It is not good," he pronounces, "for life to know neither wisdom nor war. Let there be consciousness and strife, yea, and gods both new and old! Come forth and do battle again, that you might be as I - a Lord over Creation!"

You are a god! You have been conjured by Alosvalophos, victor of the first Divinity Forge, for the purpose of doing whatever the hell you like on this untouched world. You may create your profile as follows:

It's preferable that you create a character alias for this game to help me keep track of your posts.

Name: Your godly name. Append as many superfluous titles as you feel is necessary.
Name Code: Choose a recognisable three-letter code to represent your presence on the map.
Domains: Your two domains, chosen from those listed. Feel free to discuss and suggest new domains while we start this up. We won't be starting the game just yet, so there's time.
Race: Your chosen people, created/stolen/uplifted as you choose. To begin with, your race has one advancement of your choice, and one home terrain (choose a biome and elevation they are most comfortable at). You cannot choose a water domain.
Race Code: Choose a recognisable two-letter code to represent your race on the map.
Background: Who are you as a god and what are you doing here?

The codes are important. Presence on the map is shown as follows:
<God Code>-<Race Code>-<Number of Armies>,<Number of Population>,<Number of Settlers>

For example: FBM-BM-2 means that Fuzzy Bear Man has two Bear Men armies here. FBM-BM-2,3,4 means that Fuzzy Bear Man has two armies, three population in a settlement and for some reason, four settlers.

FBM-BM-0,3; FBM-LM-2 means that Fuzzy Bear Man has a settlement of three Bear Men and somehow ended up with two Lizard Men armies. I guess that could happen?

The map will be generated after we have enough players to begin the game. This is to make a relatively even map and to assure a nice distribution of players. Bunching caused some troubles in Divinity Forge Game I, so we are trying to avoid that with a more even spread and a smaller world (to encourage more interaction).

You may sign up later in the game, but be aware that you'll be starting out at a disadvantage. Most of the extant gods will likely have a lot of settlements, armies and reserves of power already.

Posting Rules:

You may submit your turn once per round. Don't dally overmuch. For the first few turns, I'd like to see the game progress around a 48-hour or quicker schedule. Later, as things get more complicated, we'll probably do a weekly update sort of thing. I will post in advance when I intend to post a new turn. Please try to post every turn. The game is best when everyone is invested! Moreover, you'll be at quite a disadvantage, as missing a turn will only grant you whatever power generation you're entitled for that turn. That means a roll + whatever other power generation options you might have that do not require an action from the player.

Make sure your posts are clear about what you want to do. I need to be able to resolve them unambiguously at the end of each round. Please show your math, as it will help me update the turns quickly and easily if I do not have to do your math for you.

Note as well: The effects of anything you do only take place at the end of the round. So if someone blows up your favourite city, don't worry! You can still use it to do stuff until I post the end of round summary. Then it blows up. Combat is resolved post-blow up.

The same is true of terrain alterations. You treat all terrain as shown on the map. It will be altered at the end of the round by the terrain miracles performed by gods on their turns.

You don't roll for battles. I do. Again, it takes place at the end of the round. You just have to move your armies onto tiles you want to attack.

I would also love to see as much as RP as you'd like. It adds so much more to the game if we all take our characters seriously and play ourselves as them. However, this is primarily a competitive game with the goal to secure victory. Consider your choices in light of this ultimate end.

That's probably all for now. Feel free to start making your god and race. Questions should be addressed here directly about your character and the creation process, but if you have deep questions about game mechanics and what not, or suggestions, I'd suggest you go over to the discussion board.

Either which way, get started at your leisure!

Oh, and one last thing: We managed to run an entire game without one substantial instance of bad feelings, and we even weathered difficulties with RL problems of several players! Let's try to keep that same even-headed, fair-minded, "can-do" attitude for this game, too. It would be a shame if this game fosters, in spite of its competitiveness, any sort of negative feelings amongst the players. This is, after all, a game, and it is our foremost duty to have fun!


I've heard good things about games like this. Is this an open recruitment thing? (the rules are apparently a restricted file)


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Huh. Can't get access to the Rules, but here we go!

Name: Utatnaphor, The Wandering One.
Name Code: UTA
Domains: (In the Rules, I'm guessing. I'll fill out later.)
Race: The Sphinx (Home Terrain: low plains)
Race Code: SX
Background: Utatnaphor loves to travel, and as such, sees many things. Unfortunatly, sometimes you can't UNsee something. So he's hiding out for awhile, until Oya calms down. Darn thunder.


Going with a evil goblin god. More info when I am not on a phone.


Dotting.

I'll whip something up later today, but right now I have to think.


FYI, if you go to the First Game and click on the rules link, they are available for reading.


I'll make up an alt for posting soon. In the meantime:

Name: Itzpapalotl
Name Code: ITZ
Domains: Nature, Wizardry

Race: Orizaba
Race Code: OZ
Home Terrain: Hilly Forest
Advancement: Religion

Itzpapalotl rules over Tamoanchan, a verdant realm of lush greenery, fertilised by ground bones and sacrificial blood. She is a goddess of either terrifying obsidian-winged appearance or of unearthly beauty, as she chooses. Her people are the Orizaba, the Obsidian Butterflies, also known as Cihuateteo (divine women). The Orizaba are said to have once been the spirits of women that died in childbirth. Itzpapalotl considered childbirth a form of battle, and so to her these spirits were fallen warriors. She honoured them with beautiful new bodies and returned them to the world to be her servants.

The modern Orizaba are generations removed from their mythic ancestors, now able to live and reproduce normally. Despite there being no males, Orizaba couples are able to create offspring by means of a ritual that produces a seed. The seed, once planted and watered with blood, grows into a large flower bud. It blooms only once, unveiling the child within, then withers.

Physically, an adult Orizaba looks much like a human woman, with dark skin and typically lean physique, though their fingers and toes are sharply clawed. As they age, they develop pale markings on their faces that resemble skulls. Their culture is both highly artistic and bloodthirsty. Living sacrifice is a great honour, giving blood for the next generation to be born. They harness the mystic power from this release of life as well, and most Orizaba are skilled practicioners of the supernatural arts.


thunderbeard wrote:
I've heard good things about games like this. Is this an open recruitment thing? (the rules are apparently a restricted file)

Wow! Thanks for telling me. Sorry - I will unrestrict it right away.

This is an open recruitment, yes.


Niteflier wrote:

Huh. Can't get access to the Rules, but here we go!

Name: Utatnaphor, The Wandering One.
Name Code: UTA
Domains: (In the Rules, I'm guessing. I'll fill out later.)
Race: The Sphinx (Home Terrain: low plains)
Race Code: SX
Background: Utatnaphor loves to travel, and as such, sees many things. Unfortunatly, sometimes you can't UNsee something. So he's hiding out for awhile, until Oya calms down. Darn thunder.

Glad to have you onboard! The rules should now be available right here.

Sorry on the mix up.


Alosvalophos wrote:
thunderbeard wrote:
I've heard good things about games like this. Is this an open recruitment thing? (the rules are apparently a restricted file)

Wow! Thanks for telling me. Sorry - I will unrestrict it right away.

This is an open recruitment, yes.

Great character concept there, Umby.

Aztec Amazon Dryads. Me likey.

Dark Archive

Name: The Warlord; The Grand Commander, Lord of Strategy and War
Name Code: WAR
Domains: Militarism, War
Race: Minoans
Race Code: MN
Home Terrain: Hilly Scrubbland

Background
The Warlord serves as the god of armies and strategy. He is portrayed as a dirty blond mature man dressed as a general according to the local customs. The Warlord keeps his name a secret from, as to avoid anyone to gaining any power over him by using his name against him.

The Warlord is logical and analytical in his demeanor, giving him a cold look, but his passion for war and the engine that an army is and all that composes it, but he does not enjoy to see his soldiers perish at war, but he knows it’s an unavoidable collateral to achieve victory. He speaks with a strong and stern voice and throaty laugh. He looks unfavorably upon those who switch alliances often or capriciously and disliking the behavior of soldiers that act in accordance to the tenants of war.

Dogma
War is won by the machinery that compromises strategy and an army and every detail in it. Any man can take a horde and overwhelm some defenses, but a well prepared army would repel such a force. War is fought by two sides or more, as long as you can control your side’s resources and assets you can size victory. If you can lead your armies and train them to overcome their foes, no army will defeat you.

There is never lasting peace, see to your defenses and drill your soldier, if you falter you will lose your edge and victory. There will always be a skirmish that can grow to war, be on the lookout for the signs of war, there are always visible in peace, but look for peace during war.

Edit: I just got access to the rules, making changes.

Edit: I have a proposed Advancement

Marching Orders: +1 bonus to your move Force rolls.


Sweet, another player.

Um, I am aiming for maybe one or two more depending? Assuming those who showed interest are going to come around!

Great to see everyone interested in this.


I might swap one of my domains for Death. Hmm.


Deiros wrote:

Name: The Warlord; The Grand Commander, Lord of Strategy and War

Name Code: WAR
Domains: Militarism, War
Race: Minoans
Race Code: MN
Home Terrain: Hilly Scrubbland

Background
The Warlord serves as the god of armies and strategy. He is portrayed as a dirty blond mature man dressed as a general according to the local customs. The Warlord keeps his name a secret from, as to avoid anyone to gaining any power over him by using his name against him.

The Warlord is logical and analytical in his demeanor, giving him a cold look, but his passion for war and the engine that an army is and all that composes it, but he does not enjoy to see his soldiers perish at war, but he knows it’s an unavoidable collateral to achieve victory. He speaks with a strong and stern voice and throaty laugh. He looks unfavorably upon those who switch alliances often or capriciously and disliking the behavior of soldiers that act in accordance to the tenants of war.

Dogma
War is won by the machinery that compromises strategy and an army and every detail in it. Any man can take a horde and overwhelm some defenses, but a well prepared army would repel such a force. War is fought by two sides or more, as long as you can control your side’s resources and assets you can size victory. If you can lead your armies and train them to overcome their foes, no army will defeat you.

There is never lasting peace, see to your defenses and drill your soldier, if you falter you will lose your edge and victory. There will always be a skirmish that can grow to war, be on the lookout for the signs of war, there are always visible in peace, but look for peace during war.

Edit: I just got access to the rules, making changes.

Very cool character concept. Might you add the initial advancement?

Dark Archive

I have a proposed Advancement

Marching Orders: +1 bonus to your move Force rolls.


Deiros wrote:

I have a proposed Advancement

Marching Orders: +1 bonus to your move Force rolls.

How would you calculate that bonus? Move your forces one step further? It'd kinda break the game, land-movement wise I think.

Or perhaps you had something else in mind?


Or, it could add a bonus vs moving through difficult Terrain.


Fallen_Mage wrote:
Or, it could add a bonus vs moving through difficult Terrain.

That's already in survival. Survival cuts the difficulty of the terrain. You do not have to roll if the terrain's difficulty is 0 for your forces. (Travel makes difficulty of terrain irrelevant.)


See, that what happens when I skim the rules and not read them. I'll take a closer look when I get home. And I'll come up with a God/Goddess then.


Fallen_Mage wrote:
See, that what happens when I skim the rules and not read them. I'll take a closer look when I get home. And I'll come up with a God/Goddess then.

Take your time. :)


Incidently, this would make an excellent board game. Ever think of adapting it to one?


Fallen_Mage wrote:
Incidently, this would make an excellent board game. Ever think of adapting it to one?

I've told Umbral Reaver she ought to consider it. She created the game in a manic session of creativity one night. She GMed the first game (I picked up half-way through) and now she'll just be a normal player.


Okay, I think we might have enough players

I have one spot reserved for a friend who I have sent out an invitation to already.

We might need one more player if that friend in question bails out, but as it stands we'll have between 6-8 right now.

The following will be players (provided they stick around):

Itzpapalotl
Thunderbeard
Fallen_Mage
Deiros
Pavaan
Utatnaphor

Potential:

Alosvalophos non-GM Player (depends!)
Boberto (friend invited).

I am thinking the gameboard will be either 15x15 or 13x13. I am favouring the smaller board as it stands, but I have yet to finalize the map right now. We'll see!


I'm ready!

My final choice for domains is Death + Nature.


Okay, I am off for 8 or so hours. I'll check on everything then.

Until then, do please get anything you need set up as you need it if you can. :)

Good fun, guys. En guarde!


Just off the top of my head, the board game setup could be something this.

- The board itself uses a hexagonal setup, similar to Settlers of Catan, only the hexegons are grouped in 3's.

- Use Risk-like figures for Forces and Settlements

- Tokens and/or Counters of some sort for Power, Science, etc.

Just my two coppers...

Dark Archive

When moving a Force, you must declare a tile you are moving and you roll a d6, this Advantage would give you a +1 to that specific roll, instead of Survival which I was thinking was for normal settlers moving, not military wise.

Dark Archive

It'sok, Ill get the Survival or Agriculture Advantage, I'm still waging some options and changes to add to the alias.


Deiros wrote:
When moving a Force, you must declare a tile you are moving and you roll a d6, this Advantage would give you a +1 to that specific roll, instead of Survival which I was thinking was for normal settlers moving, not military wise.

Survival covers both settlers/pop and military forces. It's the universal "lower terrain difficulty" stat.

Settle down to which advancement you want to start off with, and you'll be all set.

Just to note, if it wasn't clear: All of you will start in a square that matches your home biome.


Fallen_Mage wrote:

Just off the top of my head, the board game setup could be something this.

- The board itself uses a hexagonal setup, similar to Settlers of Catan, only the hexegons are grouped in 3's.

- Use Risk-like figures for Forces and Settlements

- Tokens and/or Counters of some sort for Power, Science, etc.

Just my two coppers...

The only difficult thing: Lots of math! But with counters and such, and a handy calculator, it could be real fun.

Okay. Gotta go. See you guys tonight. It is currently 2:30 pm where I am. I should check back in around 10 pm.


This will be the finished deity dedicated to War.


Mogar (mog)
race goblins (GB)
domains death, slavery.
home wetlands
advancement survival 1

mogar:

Mogar is the goblin mother. She wishes to see her spawn populate and prosper. She does not care what they do to each other so long as they are the only ones around. to help her children she set out plague and sickness upon what ever world her git are on. from time to time it kills her own. but it kills off more then enough of any other races that might fight her baby's.

All other races should be wiped our or made to serve her little ones. she has gifted them with high reproduction rates to overwhelm any foes they might come to meet. while killing 1 goblin might be easy killing 10 is not so easy a task.

with a new world to be a cradle for her children she will push them hard even though she faces gods and there races. this new world will be hers at all costs.

will make a proper alias when game starts. i have to many alias made for games that i have not been picked for now they are just sitting there....

also i can post every day, am reliable having nothing to do but work, sleep and playing on my computer.


Fallen_Mage here with my submission:

Name: Darjuu; The Storm of Enlightenment, The Formless One

Name Code: DJU

Domains: Discovery and Protection

Race: Velmoru

Race Code: VU

Terrain: Barren Mountains

Starting Advancement: Religion

Description:

Darjuu is a God of no form. It exists primarily as a swirling tempest of dark clouds and vivid lightning. However, within lies a gentle entity that has sworn to pierce the darkness of ignorance.

Followers:

The followers of the Storm of Enlightenment, are a devout and studious people. For them, the pursuit of knowledge is paramount, for there is a prophecy in their teachings that goes: 'Once the veil has been pierced, shall Darjuu emerge with physical form and bring the Light of Knowledge to all sentient beings.' As a result, they study vigorously so their God can achieve physical form.


Wonderful, everyone. I am getting the map together and all this info put in the "info" area on the map file. I will post that link as soon as I'm done with it and everyone gets set.


Okay, republish notes now that I have the Rules:

Name: Utatnaphor, The Wandering One.
Name Code: UTA
Domains: Discovery and Protection
Race: The Sphinx (Home Terrain: Hilly Scrubland)
Race Code: SX
Background: Utatnaphor loves to travel, and as such, sees many things. Unfortunatly, sometimes you can't UNsee something. So he's hiding out for awhile, until Oya calms down. Darn thunder.


Utatnaphor, The Wandering One wrote:

Okay, republish notes now that I have the Rules:

Name: Utatnaphor, The Wandering One.
Name Code: UTA
Domains: Discovery and Protection
Race: The Sphinx (Home Terrain: Hilly Scrubland)
Race Code: SX
Background: Utatnaphor loves to travel, and as such, sees many things. Unfortunatly, sometimes you can't UNsee something. So he's hiding out for awhile, until Oya calms down. Darn thunder.

Great. And starting advancement?


Whoops! Agriculture, please.


Gotcha!


Name: Fræmaður (henceforth Fraemaour); the Seed Man, the Sower, He-who-Brings-Life-to-Land, Father of the Fields.
Code name: Fra
Domains: Nature and discovery.
Race: Grasvólk (henceforward Grasvolk) (GV)
Advancement: Survival +1
Terrain: Flat forest (OF).

Background: A single stalk of grass from the slightest mote of dirt--a living symbol of life from lifelessness. It was from this process, pregnant with meaning, that Fraemaour was born, and it is for this process that he has his being. He shall make life where there is none, and, like he, they shall awaken into sapience.

He walked across barren fields and spread the Seed of Life and spoke, "My children, arise into Reason and Consciousness and spread with me! Fertilize the fallow; grant life unto the wastes; sprout and spread! And forget not your wisdom, for knowledge is the life of the mind, and mental fields are e'er in need of tilling!"

So were born the Grasvolk, their flat blades folded into vaguely anthromorphic shape, and with voices like a type of rustling like wind through the tall, tall grass. They followed their leader riding on the backs of bees and butterflies, or else burrowing through the soil on tamed earthworms. Wherever they went, life followed, and ever a desire to learn!


Divinity Forge 2 Maps 'n Info

The map is provisional and doesn't include the placement for the two other players joining just yet. As you'll notice, I've placed every player around the map as evenly as feasible, and with their starting base 1 tile off from the side. Hopefully everyone will be more or less satisfied, and remember you can alter the climate with miracles.

Oh, and the unexplained center tile: It's forbidden! That's all that needs to be known right this second. It'll eventually be opened up.


Nicely laid out map. With the GM in the center, no less! So, when is Go time?


Two characters left, so let's say another 24-48 hours?

The GM won't be playing from the center position, by the way. The forbidden zone is for something I am developing as a victory condition as mentioned in the rules. I haven't decided what would be best for it, so I haven't announced it just yet. I am throwing around a few different ideas of how the zone will be accessed and used as another victory condition.

The GM's role is mainly to make events, quests, and npcs. The first round won't have any NPCs. Those will come in around round 2 or 3, depending on how things go.

As for the first round event: It'll just be "everyone has at least 10 power this turn! Wee!"

Also, to keep things fair do note: I won't be in control of any sort of action that benefits my player character as the GM. Any sort of quest, for instance, will be done by another player for my player character, so I can't like...you know, figure out something to benefit me. 100% fairness is my commitment to all of you. So do please keep me honest if I ever make mistakes or anything of the sort. I won't be mad if you point out an error on my part!


We got one free space

Thunderbeard ain't joining the game, so we have ONE FREE AND OPEN SPACE for anyone wanting to join!

Recruitment is back on. First come, first served. If we don't get the 1 player, though, we'll run with 7.


So because at the start we have no army's does the first to post still get extra power. To me it seems like there is no tactical difference between the first and last post.


pavaan wrote:
So because at the start we have no army's does the first to post still get extra power. To me it seems like there is no tactical difference between the first and last post.

I am going to make this clearer, as I had another person ask me this, but the first post/last post thing happens much later on in the game (several turns in) when the GM decides it's time.

So up till say...round 5 or so, no one gets bonuses from posting first or penalties for posting last.

I just changed the rules to be much clearer on this point. I will add a little FAQ thing, too!

Thanks for asking. I hope it's clearer now.

Also, as I mentioned above, we're going to start round 1 with at least 10 power. I don't want the first turn to be messed with crappy rolls for everyone. Expect to be subject to the tyranny of the dice thereafter, though, and prepare accordingly!


pavaan wrote:

Mogar (mog)

race goblins (GB)
domains death, slavery.
home wetlands
advancement survival 1

** spoiler omitted **

will make a proper alias when game starts. i have to many alias made for games that i have not been picked for now they are just sitting there....

also i can post every day, am reliable having nothing to do but work, sleep and playing on my computer.

Oh, Pavaan, just to be clear: You wanted flat wetlands, right? I put you on the map as flat, but I can put you up on hills if you want.


I would like to join this campaign, but I am not very familiar with the system in question.I hope this isn't too big of an issue for you


orionbasher wrote:
I would like to join this campaign, but I am not very familiar with the system in question.I hope this isn't too big of an issue for you

Not at all!

It's a system that Umbral Reaver made and I've tweaked. I never played it before last game. It's simple and easy to learn and we'll be glad to help you figure out the rules.

But please, you're welcome to join. I'd love to have you.


Name: Iazamaz(IZ),He who walks among us, the impossible one, the shifter of shape
Race:Ethereals (ET)
Domains:Discovery and wizardry
Home:Volcanic mountains
Advancement:Armor

Iazamaz is the god of self-identity and form.because of this,he is a god of many forms, and each race sees him as one of their own, though the god retains his garb of a cloak that covers his face in shadow, and a mask that hides the rest of his face. His godly form resembles a vaguely humanoid figure who radiates wisps of energy. He believes that all folk should find their purpose in life through him or with his guidance,and thus his worshippers often do not last very long, though the god himself agrees this is for the best.

His servitor race is the Ethereals.A race of radiant humanoid Figures with spindly limbs which extend and change shape in order to fill the needs of the ethereals.Like iazamaz, the ethereals are a race of shapeshifters, and often place themselves among the ranks of other races, embodying the race's physical aspects while retaining their minds.However, they enjoy putting their own personal touches on their forms, resulting in the show of their true identity as goblins who are too tall, grasvolk made of inorganic material such as paper or male orizaba appear alongside their original counterparts.


Nice, I see there are a lot of discovery and nature gods, I hope to make an ally of Darju since he is the closest, but let's see where everyone ends up once the last 2 players take the stage.

I just want to know what each color represents (terrain wise).

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