Forum Replies Created
October 24, 2022 at 6:00 am in reply to: Version 9.2 Rulebooks, change summaries, and Midgard Orders template added #14146
Folks. In the Forum/Knightguild-Midgard variant area, there is a topic:
Midgard Discord (chat) server.
Please join this discord chat as 99% of the game is discussed or posted there. Every cycle, the rulebooks (for both city and clan) are updated and posted. Plenty of opportunity to ask questions and get a bit of a feel for the various factions – secular, religion, chivalric, Imperial (a bit like the Romans of later times) and others. Cheers, Parmenion (#1 Imperial Senior)
See latest entries lower down
- This reply was modified 1 year, 9 months ago by CheshireCat1971.
Apologies for taking so long to make comment on this.
My thoughts on this is that at first glance you have taken the Boda and Roder, both secular factions, and turned them into the Tuatha Danann, a semi-religious faction. To me, this is evident in the rank structure you have used (Knight of the Faith, Knight Sacre Couer, Knight of the Seraphic Host etc etc), and also because the Tuatha Danann meaning is ‘the folk of the goddess Danu’.
Getting into the factional brief though, you appear to have gone totally feudal with the Tuatha, to the point where one would think that the Roder absorbed the Boda (and not the other way round). Frankly, I see nothing of the Boda within the new Tuatha. Which for me means that on the one hand, I am happy because the Boda were always a danger to the Imperium, but on the other hand, I am somewhat disappointed because I did play a Boda clan in the Australian Midgard version.
The Boda weren’t perfect by any stretch, but I feel they have been neutered to the point of irrelevance, and their history has been all but demolished.
By the way, if nothing else, and from a real life perspective, you should change the rank of Knight Justiciar to almost anything else. A quick google search will explain why.
The above is undoubtedly harsh, as I know you have put a lot of work into merging the two factions and trying to make it more attractive to a wider player base, but I think you should revisit your work and let a bit more Boda shine through. Which probably sounds a bit weird coming from me, because I do enjoy demolishing Boda clans.February 16, 2021 at 10:59 pm in reply to: Roll Call – list of names to establish who is present. #5258
Greetings Warren. If you enjoyed SOA in the Oz version, you might also want to check out The Brotherhood once all the rulebooks are reposted. They could be an interesting secondary faction to your main Banner.
Send down a few googlies now and again at our American colleagues, and all will be well 🙂February 16, 2021 at 1:20 am in reply to: Roll Call – list of names to establish who is present. #5252
G’day Wayne. I played The Spartan Legion in Ozgard, but was probably better known as one of the Imperial seniors (clan was Seventh Imperial Army). Good to have you in the game. Cheers.
Looking forward to reading it.
Have you had the opportunity to look at the thread below this one, titled: Factional Remaster of the Roder Faction?
wordsmith was the Roder senior in the old US Midgard game (GM was Zan Erskine) and implemented a number of sweeping changes to the Roder. A lot of these changes have been reported in the above thread. Cheers.
The drow ranger city I can see certainly is. And affiliated to the right Kingdom!
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.