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PostPosted: Sun Apr 03, 2016 1:42 pm 
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If this is what I think it is sign me up.

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PostPosted: Sat Aug 13, 2016 6:25 pm 
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I guess this game is officially dead. That's too bad. At least the old forums are archived so it's not like the library was burned or anything.

https://web.archive.org/web/20151018153 ... rums/79606


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PostPosted: Sat Aug 13, 2016 10:09 pm 
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DE, you're still alive.

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PostPosted: Sun Aug 21, 2016 12:56 pm 
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But seriously, I'm up for playing but it's far and away out of my hands.

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PostPosted: Sun Aug 21, 2016 1:18 pm 
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i will say i am up for playing but whether that is true will only be made clear when someone else tries to start things up again

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PostPosted: Fri Sep 09, 2016 2:44 pm 
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I will say I'd love to see a revival organized. So what's standing in our way?

I think what's standing in our way right now is the loss (or so it seems) of the original Map site -- http://cwg.derxis.ro is dead which means rebuilding from scratch. Honestly, that might not be a bad thing. The dominaria map should still be findable, along with the symbol assets used for army placement. I for one don't have the knowhow to create a virtual gameboard, but I could probably improvise. The basic rules of the game were pretty simple: Armies move simultaneously 3 spaces, then enemies occupying the same space fight during the subsequent turn instead of moving. The nitty-gritty of what the battlejudge did in determining victory was passed from judge to judge but I know the broad strokes were (at least during some of the game's lifespan) -- 4 opposed d20 rolls with bonuses assigned for strategy, rank difference, numbers difference, and a variety of miscellaneous factors. Win 3+ rolls (or 2 rolls by better margins than your opponent did) and be the battle winner -- you stay in the square, your opponent gets bumped to an adjacent square, and armies involved take casualties modified by how well or poorly they fared and how bloody the fighting was. Detailed strategies were not made public, but some facts would come out in the report of what occurred in the battle, which often highlighted a particular trick or tactic but didn't reveal whether the fighter wrote an essay or a few lines. There were corner-case resolutions for flee strategies. There was the kill system (Risk 500+ of your top rank unit as a kill squad for a roll to eliminate the enemy commander and remove their army from the board, bonus the more you risk, but of course your kill squad could be taken out entirely independantly of normal casualties in the case of a lost battle or badly botched kill attempt.). There was the "intercept" move.

I'm not saying it wasn't complex but before we got heavily into neutral towns, multiple maps connected with portals, spell-granting control points, and so on, it was at a manageable complexity level, something like Twilight Imperium with the roleplaying aspects of a GM and actually writing out your strategy.

So for a revival, it might be best to recreate the game something like what it was in its early heyday, rounds 1-3 or so, rather than the edition that we old salts were playing by round 7 that was more like a board game plus a ton of expansions. That is to say, one map with or without simple neutral towns. KoD, Pacone, or I could battlejudge, though if TGL returned that might make matters a good deal simpler.

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PostPosted: Sat Sep 10, 2016 8:44 pm 
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I'm not entirely sure I understood all that. I have very little board game experience and even less of that is the "traditional" RPG board game. I thought it was nice being able to come up with strategies, and really thought that was all that was required of me.

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PostPosted: Sat Sep 10, 2016 8:52 pm 
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Ultimately that is all that is required of you.

Tevish is talking about getting it all set back up which would require the site for the icon placements so you can see where your army is on the board. He's also talking about one person taking on the job of battle judge and movement judge to handle those responsibilities. If you're a normal player, you need not concern yourself with that.


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PostPosted: Tue Sep 26, 2017 12:06 am 
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>.>. It might be silly but we got a little 'wonder if anything ending up happening after things ended up feeling a bit falling aparty' as well as 'dagnabit, miss writing strategies' and spotted that, while no recent interest, there is at least a bit of something. Anyway, keen for a 'vanilla' version. We art willing to maintain things again as we hath all the judging stuff - we can even leave off a site and just post a picture of the map in a pinch. We art sure that some sort of minimum army load could be managed to start with to get numbers going. Even if it is 'everyone starts with 1 or 2, and new players spawn a new army on each side.' So for anyone still watching, Tiggil is poking around once more for a wee while and happy (although probably unwisely) willing to take up responsibilities.

Otherwise, thee know, how thee all doing these days, huh?

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PostPosted: Tue Sep 26, 2017 3:51 am 
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If there was a way to start this up again I would be interested, but I can't make any commitments. I am now a father of one year old twin girls, so I never know how much time and energy I will have in a given week. But this project is cool enough that I would be willing to take the risk of signing up anyway.

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PostPosted: Wed Sep 27, 2017 7:26 pm 
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The thing about this game is the imagination. You can get complex with a strategy, sure, but you don't really have to. You can write something as simple as a few lines like.

Ultimately it comes down to how well the two strategies each player puts out mesh. A strategy with a few words could beat a longer strategy. Course there is more to it than just the strat like numbers, dice rolls, any kind of bonuses.

Point is, this shouldn't feel like a job. At least not for those who want it to just be a game to have fun.


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PostPosted: Wed Sep 27, 2017 7:53 pm 
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if a game sometimes feels like it is a job then that can make it a lot more engaging i think

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PostPosted: Wed Sep 27, 2017 8:39 pm 
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Yeah, the whole coming up with a strategy can be rather fun - rather like the odds being against one sort of battles, or just coming up with that amusing little elegant workable strategy.
We art inclined to the 'needs to be fun first,' but in all things there art parts which art less fun than others, and the nature of these style games is that they need to move at a steady pace with a bit of commitment one way or the other.

No worries at all though, and congratulations on thine wee ones Aaarrrgh!

How doth thee both feel King and Ragnarokio? Game to give a shot? Or perhaps frivolous natter?

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PostPosted: Wed Sep 27, 2017 8:41 pm 
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i am flakey and averse to commitment but i am at least interested and imagine i will get involved in whatever starts if anything ever starts although you never know

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PostPosted: Fri Sep 29, 2017 4:18 pm 
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I'm game. It's been too long.


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PostPosted: Sat Sep 30, 2017 10:14 pm 
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Huzzah! Fair enough Ragnarokio, can't go rushing into things after all.

We suspect King at least would realise that Ixalan has particular TGLian appeal with all those very snazzy big stompy dinosaur fun (we might hath made a dinosaur deck at the prerelease despite being not the best choice >.>)

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PostPosted: Sat Sep 30, 2017 11:09 pm 
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Nobody told me this was starting up again.


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PostPosted: Sun Oct 01, 2017 10:27 pm 
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Well, mostly we felt a bit nostalgic, stopped by, read the posts from last year, and though 'why not?'

We're still a bit from actual proper starting again, but thee know, we can hath a few Open Strategy MiniQuest battles (or a very small scale scenario).

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PostPosted: Mon Oct 02, 2017 11:39 pm 
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Ah the joy of big, stompy dinosaurs. I can only imagine your joy.


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PostPosted: Tue Oct 03, 2017 7:35 pm 
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Indeed! And dinosaur riders to get all the bonuses of big stompy things and opposable thumbs! We remember playing Paraworld and particularly enjoying being able to go stomping across the map with a T-Rex complete with howdah (backed up with Ankylosaurs which threw raptors).

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