tag:blogger.com,1999:blog-6111427000351828107.post5618114399515412441..comments2024-03-28T18:12:39.123-05:00Comments on A Knight at the Opera: People, Power, and LandDwizhttp://www.blogger.com/profile/17255968459773708115noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-6111427000351828107.post-29936400614462711472021-11-16T01:17:12.985-05:002021-11-16T01:17:12.985-05:00Thanks for your comment!
I think there was a misu...Thanks for your comment!<br /><br />I think there was a misunderstanding with the roads thing. Yes, I do know that the increased safety on roads comes from a state with the power to actually make it safe. If you're interested, the follow-up to this post covered that subject and many other related ones quite extensively: https://knightattheopera.blogspot.com/2021/06/unity-vs-division.html<br /><br />About alignment, also see the above post for more exploration of that subject and different options I've considered. But yeah, the notion of a "chaotic settlement" like the hypothetical orc band is something that's been tricky to reconcile with these scheme. I especially think about migrant populations as a factor I need to account for which complicate all of this, but which are a cool enough idea that they're worth including.Dwizhttps://www.blogger.com/profile/17255968459773708115noreply@blogger.comtag:blogger.com,1999:blog-6111427000351828107.post-23015764469915868072021-11-10T21:21:00.259-05:002021-11-10T21:21:00.259-05:00Reading this a few months later but I find it real...Reading this a few months later but I find it really interesting... <br /><br />Regarding roads, I think you got it the other way around: it's not that roads extend the safety of a ppopulation center, it's that a state extends its safety so it can have roads. So simply you can't have a road unless the hex is at least Tame - you simply can't maintain it and keep it safe. Which is yet another reason to tweak this standard distribution: place one more town here so I can connect my roads. Paths are excluded of course. <br /><br />About alignment, it would make sense that each power center extends their influence only on their Settled hexes. Tame hexes can be one step further in either direction, and wilderness hexes are generally unaligned. If you have a local band of orcs somewhere count that as a town and it checks out Dresdomhttps://www.blogger.com/profile/03417300718374616509noreply@blogger.comtag:blogger.com,1999:blog-6111427000351828107.post-43737400005528358922021-06-15T16:05:08.849-05:002021-06-15T16:05:08.849-05:00Saw this linked on the ACKS/Autarch Discord - give...Saw this linked on the ACKS/Autarch Discord - give them a look DwizKhalifa (http://autarch.co - the General Forum has a sticky with a Discord link). This kind of thing is bread and butter to a good chunk of the player-base of ACKS.Teleroshttps://www.blogger.com/profile/15885054756275674545noreply@blogger.comtag:blogger.com,1999:blog-6111427000351828107.post-79318473569065131722021-06-14T18:29:00.590-05:002021-06-14T18:29:00.590-05:00Perhaps put some Neutrality in the Underworld for ...Perhaps put some Neutrality in the Underworld for variation? A calm before the storm of a sort?<br />Wild = Chaotic<br />Tame = Neutral<br />Settled = Chaotic again?<br /><br />Honestly, the breakdown of L/N/C encounters is a welcome simplification. Much better than breaking everything down into one of four, five, even six or more geographical/environmental types. Also hammers home the point of light theme even more.<br /><br />Very tasty. Dreaming Dragonslayerhttps://www.blogger.com/profile/04213571633929290775noreply@blogger.com