Thursday, November 10, 2016

Rulebook Diagrams

I've been iterating on the rulebook diagrams. Below are diagrams illustrating the first few steps of the game. I don't include the actual rules in this post, but do provide basic descriptions of what you're looking at.

The hex map in these diagrams is much smaller than the one for the actual game, both in terms of hex size and number of hexes, due to the size constraints of the book. Feature/Creature Mapping and Labeling/Describing are not represented here. I am working on them this week, and will then have a complete working draft of the basic rules.

Roll 6d6, seed terrain, grow terrain.

Connect like terrain. Roll 6d6 to map civilizations.

Map civ locations, types and sizes.

Human Civs: define industries and build roads & walls based on size, establish relationships.

Dwarven Civs: establish mining kingdom, tunnel reach based on size.

Elven Civs: define boundary of elven forest, radius based on size. 

Dark Powers: establish reach based on size. A large Human Civ is consumed by this Dark Power.

Connect land masses separated by a gap of 1 or 2 hexes.

Define realm coastline and map sea ports.

As you can see, after rolling 6d6 a couple times and following a few simple rules based on the dice locations and values, a realm is already taking shape. There are three human kingdoms, all of which are sea ports. Two are connected by road through a great forest and are thus trading partners and allies. BUT, a Dark Power in the wastelands to the far northwest with broad reach has consumed the larger of the two kingdoms, putting its ally in great peril. The third human kingdom is isolated in the far east by a vast mountain range, below which a Dwarven Civilization is thriving. In the south coast forest, far from the scampering of men, A modest elven civilization goes undetected by all.

And the real meat of the game has yet to begin: Features and Creatures.



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