Re: Roads,cities, and monsters
William Bruvold (firstname.lastname@example.org)
Wed, 8 Dec 93 20:59:53 PST
> Harold C. Payson <email@example.com> makes some good points.
> Proposed mechanic:
> 1. Provinces are rated as either Wilderness or Civilization.
> 2. A province guarded for three months becomes Civilized.
> A province pillaged for two months becomes Wilderness.
> 4. Wilderness provinces without any NPC nasties will have 1-2
> generated each turn.
> Nasties may attack travelers according to the type of Nasty
> and the strength of the traveling party (as each kind of NPC
> now has its own agenda:)
> Savages Ignore people, but attack any buildings
> Ruffians Attack weak characters
> various monsters Attack anything
> 5. Civilized provinces neighboring unguarded Wilderness provinces
> will be periodically raided by pillaging NPC's.
> 6. Wilderness locations do not support a tax base, i.e. inns
> and castles receive no income.
> Markets should probably shut down in the wilderness, too.
> Perhaps a city downgrades to a town in the wilderness,
> and automatically becomes a city again once civilization is
> Rich Skrenta <firstname.lastname@example.org>
LIKE IT!!!!! SOUNDS GOOD!!! IMPLEMENT ASAP AND WATCH ROACK'S
RANGERS RESPONSE WHICH WILL ADD A TREMENDOUS AMOUNT OF "DEPTH" TO