Post by Sir Caedric Moore on Jul 4, 2018 5:54:50 GMT -8
I'm amazed at how poseable Aragog is - TLG has really come a long way in the last few years with playability and detail. When sets this small have multiple cheese slopes, things are looking good at LEGO. A lot of neat pieces, here.
Post by Sir Caedric Moore on Jun 23, 2018 12:15:47 GMT -8
It may be time. I've enjoyed the heck out of LCC/LoR and have loved all of the builds we've all created through the years. It's a shame to see it go, but all momentum built in this thread seems to have died out; real life got the better of us, huh? I'll always have time during the winter months to contribute, and if the game were revamped - or this new one, which sounds interesting - I'm sure I could find time to put out smaller builds, but it seems that those necessary to keep LoR going don't have the time or don't want to, so it may be time to give 'er a final send-off.
Post by Sir Caedric Moore on Feb 16, 2018 9:39:43 GMT -8
Well, this is really irritating; my SD card is broken and I can't upload any pictures of my entry Hopefully I'll have a new one before the deadline, but with too many other things to mention requiring my money, I might decide against buying one just yet.
Post by Sir Caedric Moore on Jan 21, 2018 16:56:27 GMT -8
That's where I disagree. I feel that without new gaming systems providing reasons to build, people won't build for LoR at all and the game will die. Without a Resource system, players just build a moc and there it is; it's done and over with and means nothing to the world or storyline of LoR and fades away... Without Resources, why declare War? What does a Faction stand to gain by declaring War and what does War mean? Why trade and what do you trade? Without set guidelines, how do we determine how powerful the Factions are? What does it mean for a Faction to be more powerful - why are the factions even separate? I don't mean to sound defensive, but I don't really understand why you're so opposed to the Resource system Jayden & Moira; players would still build mocs for every action and stories - while not mandatory, like now - would be encouraged. Participation and collaboration would be encouraged; competition and rivalry would be encouraged. The suggested Economy and War systems wouldn't be mandatory to participate in to be a part of LoR; they'd just be something else to join in on if you want to. Also, what's so off-putting about the idea of trading/collaborating with members of other Factions?
I guess I'll build a Vignette tonight for an example and present my idea of how the entry would play out.
Post by Sir Caedric Moore on Jan 21, 2018 10:21:45 GMT -8
I agree; elimination should be out of the question, as should total occupation of a rival Faction's territories. I think there should be conquerable and non-conquerable territories but even those that can't be taken can still be Raided and/or Razed; we could even limit the ability to declare War against a rival territory by requiring it to be adjacent to one your Faction already controls, but I still feel these systems would be best implemented if the existing map were altered just a bit so that each Faction shares a border with the other two. It could be attributed to a continental shift - earthquakes, plate tectonics, and all that; the plate Loreos sits on moved north and east so now it shares a border with both Lenfald and Garheim - or a Loreesi incursion into the two northern Factions. As is, for most of LoR's history Lenfald and Loreos have been at odds/at war with one another, but Garheim has just kind of sat there, not really allying with either side and more or less being left out; shifting the borders would add more balance and rivalry.
I also agree it's important that nobody feels left out or their opinions unheard; this is an open forum and everyone who has input or criticism of any kind should feel free to comment That's the fun of a collaborative game like LoR: it's a big melting pot of ideas coming together to create a world. It's true that whatever changes are made to the game, not everyone will be happy with every aspect, but if we ensure that every player is still able to build how they want I think everything will be for the better.
Post by Sir Caedric Moore on Jan 20, 2018 16:39:44 GMT -8
Nothing's set in stone, of course; these were just ideas for an Economy and War system in addition to the already existing LoR when incorporating the Colonization Challenge to the mainland. I just kind of compiled everyone's suggestions. LoR would still be about story-telling; there would just be more layers to it and a given incentive to build - which, right now, no one is doing.
If I've missed a big post where the point behind the resource trading was explained, please let me know. If not, please explain it to me. Right now it just seems unnecessarily complicated to me.
Basically, what we've been running with is the idea that Resources aren't faction-specific, but the amount yielded of each Resource depends on the region: in Garheim, Stone is plentiful so Quarries/Mines yield more Stone when built in Garheim; Wood is plentiful in Lenfald, so a Mill built there yields more wood; Food is plentiful in Loreos, so a Farm there yields more Food. A Faction can still produce all three Resources without collaborating with another Faction, but trading would allow them to obtain Resources that are normally only low-yield in their own Faction. The idea would promote collaboration (which up until now we've had very little if any collaboration between Factions) and make the system a bit more dynamic; it creates sort of a rock-paper-scissors scenario to provide balance. The downside to letting every Faction produce the same amount of each Resource across the board would be that people wouldn't have any reason to collaborate; they'd just keep to themselves. One hyper-active builder could win the entire game for his/her Faction, that way. But, if it requires a set amount of each Resource to build Resource-yielding and Defensive structures and to purchase Victory Points, it would ensure that a faction couldn't win simply with a surplus of any one Resource. Players could still build whatever they want to - they would just benefit from building within the parameters of the challenge and it would promote collaboration. On the issue of active and non-active players, I think a faction switch-up is likely as these sort of systems need balance, and I doubt it would be too difficult to find someone who wants to trade their Resources; even if you can't find someone willing to trade, you can always earn the Resources yourself - it just takes longer.
Jayden & Moira said: I'm having a hard time convincing myself that this "three resource system" is necessary. I don't want to leave it out entirely because so many of you guys seem interested in it but I really need someone to explain to me why you need any of the resources.
A player begins by starting a settlement the same as you would now for the Colonization Challenge out west; what changes is that from there you can build specific things to obtain Resources and enter into the Economy of Roawia. It's a good way to work the lore of LoR into the game and make the Colonization system more interesting. Collecting Resources helps level-up settlements, lets you build structures to defend Resource-producing territory (for the War aspect), and lets you purchase Victory Points; the first Faction to collect a set amount of Victory Points declares Victory and wins the game. Then, we start over and play again
Post by Sir Caedric Moore on Jan 20, 2018 1:51:59 GMT -8
I'm really digging the Pillage/Raze idea! Going with the "unhappy populace" premise, a defending faction that wins a War (Raid/Raze) should receive a "happy populace" morale boost, producing the opposite: a temporary higher-than-normal yield. I also like the idea of Gold as the supplemental fourth Resource; it gives a Faction in need the option to acquire a Resource they need when they can't afford to trade any of their other Resources - or just don't want to Wood, Food, Stone, Gold. Some more ideas: - Leveling-up Fiefs into Towns and Cities grants the Gold Resource. - Replace Grain with Food: that way, players can build any sort of farm or ranch and have it produce the same Resource. - Have Free Territories (that any Faction can claim) produce fewer Resources while Faction Territories grant the Faction-specific bonuses. - Running out of/not producing enough Food causes a settlement to drop one rank (City to Town, Town to Fief) as a functioning settlement needs to be fed to support civilization.