these are some ideas i have been thinking about for a while. except D, i am not sure where i was going with that but kept it in any way...
i am not promissing to do all, or even any, of these. but we will see what comes of it.
Project A:
Skills.
1. i would like to give each character a primary attribute at comming of age, something to define their main skill. possibly there should be 2 sets of basic skill-traits, one for born-with and one for accuired.
2. as an avearge rule i would like to see a characters main attribute skill level about 4-5 point, with secondary skills at 2-4.
3. if a character reach 7-8 points for any attribute, i would like to ease-up on the restrictions. it should be easier to go from 8-10 than from 4-6 points.
4. negative traits should be few and far between, but possibly ruining the charactes future.
5. traits should be constructed into a tree(perhaps they already are), sacondary skills with additonal effects would require the basic skill-trait.
the concept is to have characters with clearly defined skills, with the occational chance of having an exceptional or useless character. in a perfect system one should average ca. 2 of each during the whole campaign.
0-4 points should be avarage for any character that has been in regular and varried use.
5-7 points would be substantially harder to build without it being the primary skill, most characters would not exceed these levels.
8-10 points should again be easier, signifying that the character were a natural born tallent or a genius.
Project B:
Epithtes.
1. i would like most characters to accuire cool epithets based on actions and occurances. these should have no other effects than the names.
2. if a character reach age of 30-35 without an epithet, then he should be given a random one from a more non-descript pool(ex. the Fair, the Red, the Black, the Smelly, the Norsemen, the Swede etc.).
Project C:
Bloodlines.
1. i would like each faction to start out with a trait of their clan/dynasty and trace this through marriages.
2. adopted characters should accuire the clan/dynasty trait.
3. man-of-the-hour should be given some random clan/dynasty trait from a pool that is not used by starting factions.
4. the clan/dynasty trait should be used to adjust faction relations and also between characters if possible.
5. clan/dynasty traits should have no effect in it self, but loosing faction leadership to other clan/dynasty might result in loss of authority and possible wide-scale rebelions. one could loose all characters of the old clan/dynasty to rebels or other faction.
5. there should be a "leadership lost" trait that severely reduces loyalty. if leadership is lost and the clan/dynasty rules another faction, characters should be liable to join their side.
6. if possible the "hate/fear faction" traits could be re-placed by "hate/fear clan" traits.
Project D:
temporary traits.
1. there should be unique auto-destructable buildings, representing actions taken by characters, that give region or faction wide temporary effects. for example a sacrifice to the pagan gods by a general would add happines in a region, while by leader it would give faction wide happines. after 2 turns the building auto-destructs and trait vanish. sacrifice again and it re-appears.
Project E:
Vassal and Title Ancillaries.
1. there should be inheritable ancillaries representing the larger ethnic/cultural nations - Norse, Swedes, Danes, Balts, Slavs, Russ, Finns. in addition to authority and loyalty these ancillaries can give points to secondary attributes such as personal security, hitpoints etc. except the Danes none would exist at campaign start. the Franks would have an Emperor ancillary.
i imagine the ancillaries could be triggered when wipeing out a faction of their own type. these ancillaries should only be available to their own culture group. the exception is the Franks which has an Emperor and as such can have client kings.
2. there should be inheritable ancillaries to represent the starting status of most faction leaders - Jarl/Earl/Duke. these should have effects quite similar to the kingly ancillaries.
i hope it will be possible to let a human player that won a battle, faction leader against leader where one factionleader dies, to acquire the others ancillary. and, if possible, give regions to winner and characters to rebels.
the acquired ancillary might have to be a duplicate that has all the pomp but not the extra protective effects. still i can see problems with sorting out dual titles, so to keep it simple, initially the ancillaries might only have effect on status attributes such as Loyalty and Authority.
the intention here is two-fold. it is ment to prop up the faction leader and possibly heir. but the titles are ment to accumulate as one wins over other factions, distribution of titles ment as a way to keep important characters loyal. as such the acquired ancillaries are ment to be re-distributable and inheritable.



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