Forum Replies Created
Hello Jon. City and clan turns inputted.
Hear, hear. The above changes to the Roder Family I believe makes them a much more playable and interesting Family. The Roder has never attracted the player numbers that the Boda, Imperials, Banner etc have in any of the three Midgards versions I have played in. In the medium to long term, this has been detrimental to the Family, as the player numbers have not been there to assign city leaders, which means that Roder cities are generally weaker and more open to assault.
I would urge that the above submission by wordsmith be reviewed and hopefully adopted to ensure this Family remains a viable entity from the start. Thanks.June 17, 2020 at 3:48 am in reply to: Roll Call – list of names to establish who is present. #2077
I still have copies of a number of your old turns, including:
Aylesbury #1341) C79
Trunox (#1081) C64
Serene Star (#3546) C79
Widowmaker (#3165) C79
Eressea Sulwood (#2718) C79
And several others, some in pdf format.
Send me an email to my work email address (if you still have that), as yep, still plugging away at the same old job.
My two cents.
If you are talking about mercenaries as a thousand different groups/battalions/regiments with no allegiance to a higher organisation, then yes, it is illogical for mercenaries to run cities.
But if you are talking, as you seem to be, about having one or two organisations of mercenaries controlling tens of thousands of troops, then of course they need cities. For one primary reason.
In as much as many of the ‘old timers’ who played Midgard in whatever national iteration would like to play Midgard as it was, to me we cannot wind the clock back 18-20 years. Taking a bit more time now to get things right, is logical. Especially if the traditional choke point of Midgard in regards regular turns (ie.. the GM side of the house) becomes a lot more automated and GM supportive. Option A it is.
How do you see the more feudal concept proposed by wordsmith (the Roder #1 in the old MidgardUSA game) for the Roder Family being incorporated into this rebirth? I note that the current rulebook (as of 27th March) has not taken up any of the proposed ideas notated above. Cheers.
One point in regards ‘wonders’. From my five minute look, the shortest build time of what we consider a wonder (the Colossus of Rhodes) was 12 years. Therefore conceivably, a ‘wonder’ should take 100+ turns to complete (if each turn is a earth type month).
Notre Dame took 182 years to construct, from start to finish.
Architecture I think, belongs more properly to the Guilds. If you look to modern precedence, the Worshipful Company of Architects and the Worshipful Company of Constructors (both part of the City of London Livery Companies) both comprise part of London’s ancient and modern trade associations and guilds (an organisation which in itself dates back to the 12th century). Although both Worshipful Companies mentioned are modern establishments.
Art and Letters might also be considered a component of the Worshipful Company of Arts Scholars (another Livery Company) but then if you look at it from the perspective of the Getham wanting to control the press (which in itself is definitely a form of commerce), then hey, go for it. Midgard needs a Washington Post to keep those Knowledge seekers in line 😉
It had better be Roder, Brenda. I’ve got Army of the Krondor and the city turn for Lornhut dusted off and ready to submit once the game expands 🙂
Yes, I know your passionate Penn, but really. The above is certainly slanted towards factions you have had a great deal invested in.
You mention The Cymru – People’s Defenders. That immediately conjures up in peoples mind that these must be good guys, aka paladins. There may well be a sprinkling of semi-paladins amongst them, but most would be like almost every soldier of the time… hungry enough to consider the lot of a soldier retainer to be better than looking at the south bound end of a north bound ox all day.
Divergently, you mention ‘some religions sects’. Putting religion and sect together in the same sentence is fraught with danger. From the Cambridge dictionary…
Sect: “a religious group that has separated from a larger religion and is considered to have extreme or unusual beliefs or customs.”
I certainly would not regards the Gift as having extremist views. Or unusual beliefs given that they are a part of the OTG faith of old Midgard.
Well… for some reason my reply to Nazareth got scrambled. I will try again
* * * * * * * * * * * *
“Control of Regiments is another topic of concern/interest at this time. Effective Cycle 49, the following will be in place with respect to effective control of regiments:
Rank Max Regiments
For every level of CMD skill possessed, you can effectively control 4 additional regiments. Thus a rank 20 clan with a command skill of 1 (CMD-1) can effectively control 4 regiments. If he is assigned more, his effectiveness in combat will be lowered substantially, though he will continue to be in a command position with respect the regiments.
Ref: Originally published in the Cycle 46 and Cycle 47 copies of the Midgard Report. Reprinted in the Cycle 76 copy of the Midgard report of November 2001.
“”Control of Regiments is another topic of concern/interest at this time. Effective Cycle 49, the following willl be in place with respect to effective control of regiments:
Rank Max Regiments
Because considering the vastness of Midgard, a three clan limit in my opinion, is to limited. Plus, by deciding upon a current 6 clan limit, the GMs can always increase the number of clans allowed to take into account expansion (Imperial Home anyone or the Barb continent).
And it’s a lot easier to expand the number of allowable clans, then to turn around to someone with 8-12 clans, and say, sorry pal, you can now only have 5 clans. you are going to have to dump half of them out the airlock.
And lastly, it is you that wanted to open things up for discussion. That’s my take on this topic. Based on my experience.
For myself, I would like to see players having the ability to run no more than 6 clans, and across a maximum of 3 factions.
However, if and when Manchuria opens up (which i hope it will), a player can then play up to 8 clans, however the 7th clan must be one of the Manchurian sub-factions (ie… Khitan, Nippon etc).
The 8th clan be also be Manchurian if desired, or can be a Midgard continent clan, and can even be a clan belonging to a fourth Midgard faction (hopefully by then a formal mercenary faction, aka MV or SOA will also be in the wings).
If a player does not pick up a Manchurian position, then their clan limmit remains at 6 positions.