The Wiseman of the Wilds
Goblin Squad Member
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"We've revamped our early thinking on implementing the hex system to increase fun"
How exactly does Goblinworks quantify fun? Can this new unit of measurement be patented or something and made available to the academic community?
I'm hoping they aren't referring to the Dwarf Fortress version of FUN
Nihimon
Goblin Squad Member
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So as I was reading the Blog I kept thinking of Rift and its region events. Pretty much outlines monster invasions from one hex to another hex and setting up footholds. Did anyone else get that feeling too? Personally I don't mind I thought it was kinda fun at first with the dynamic events.
When I first read about Monster Encampments spilling over into other Hexes, I too thought of Rift. However, Rift's rifts were always anticlimactic to me because they were so short-lived. In PFO, these Escalations will be active for weeks at a time - I expect that to create a significantly different flavor.
Gloreindl
Goblin Squad Member
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Ethelif, Nihimon, I too thought of Rifts, and like Nihimon I was under-whelmed by them, but think PfO can make major improvements. Having escalation over weeks, rather than minutes, along with repercussions both good and bad will make a persistent world come all that much more alive. Most MMO's have a mentality akin to "what have you done for me lately" rather than "let's look at the long-term implications", but that isn't the case with PfO, which has me excited to see these escalations play out. Short-term gains always loose out to long-term ones, IMHO. (Good investment strategy too ;-) )
AvenaOats
Goblin Squad Member
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A question: Will there be, or should there be hexes that can not be settled (geographic features bar settlement)?
I'm not taking about water, that is obvious. But it would be interesting to see some very remote hexes that can be settled but only have one adjacent hex to act as an entry.
Really interesting question Bludd. We know:
1. Settlement demand > supply (eventually)
2. 1:10 Hexes settlement to balance settlement-wilderness ie even if different surrounding hexes eg forest vs mines etc
3. No choke points as per EVE.
4. POI feed into hex control and settlement dev indexes.
Etc
I guess the map will likely be even in most respects but eg some major differences will be next to NPC an NPC trade roads, nearer rivers and mountains or edge of map or impassable terrain.
The location of the suitable site for settlements in hexes I guess will be key difference - is there 1 or 2 suitable possible sites per settlement hex?
Harad Navar
Goblin Squad Member
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I have started on a new map that represents the FPO section of the River Kingdoms as depicted in Thornkeep using the sketch graphic (whose reference I have forgotten). I will assume that the hexes in the sketch are the larger hexes and will turn them into the 7-hex finer detail. It will not show settlement hexes, monster hexes, or resources, but it will show water, woods, and plains, and the settlements/landmarks from the sketch. Until we get a better idea of how diverse the geographic terrain will be this is all we have. I hope to continue to develop and detail the map as we learn more. Maybe I can use it to join the Pathfinder Society.
AvenaOats
Goblin Squad Member
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I have started on a new map that represents the FPO section of the River Kingdoms as depicted in Thornkeep using the sketch graphic (whose reference I have forgotten). I will assume that the hexes in the sketch are the larger hexes and will turn them into the 7-hex finer detail. It will not show settlement hexes, monster hexes, or resources, but it will show water, woods, and plains, and the settlements/landmarks from the sketch. Until we get a better idea of how diverse the geographic terrain will be this is all we have. I hope to continue to develop and detail the map as we learn more. Maybe I can use it to join the Pathfinder Society.
Awesome. This and something Bluddwolf said in another thread reminded me of
a derivative game for Warhammer Fantasy Battle that could be played as part of that system or independently by adding a strategy layer to it: Warhammer: Mighty Empires A bit more digging and I found the tiny rulebooklet and a very useful summary review. Some good pointers here potentially for GW. In fact I may see if I can resurrect th
The basic premise was that armies had hex maps and discovered new territories when they moved then you could either fight fantasy miniature battles or use a point system. The seasons were important factor eg the Summer season was a time for armies to fight battles, seems to reflect Medieval times (?), which was a great addition to reflect the fact a war campaign was a huge logistical exercise and would take years (ie close up during the Winter etc was generally agreed upon iirc in history?!).
Unfortunately the campaigns booklet was a massive let down and very poor quality for such a high-level idea (they really did not support it well enough imo). I think this was less popular than the Campaigns addition and Sieges addition to the TT fantasy battle systems. It was a missed chance.
Some quick diggging if this interests people, I actually may decide to run a few games of this, perhaps with modified or even simplified rules in a month or two when I get back to my old gaming club. Here's some further links via googling:
Might Empires Campaign Rules pdf
*I doubled checked these links so they should be safe to click or check via google