I have a question on all the different ways to communicate with other players during a game (prefeced by a specific leaning for one of my game designs).
The game I
I have a question on all the different ways to communicate with other players during a game (prefeced by a specific leaning for one of my game designs).
The game I
Have you ever come across "Warrior Knights"? It was an old Games Workshop title designed by (the hugely underrated!) Derek Carver.
Anyway, it had a feudal Britain setting in which the players were Barons competing to control the cities of the Kingdom by arms and by political power.
But that game featured a neat "Assembly" round at the start of each turn, during which mercenary troops were auctioned, important trade concessions were granted and political posts were appointed.
The idea was that all the players attended the Assembly under truce, and made their deals and voted for things, and then they went away and pursued their battles. Of course they could ignore any deals they had just made, but that would bode badly for them in the next Assembly unless they could ensure a strong power base. A very nice balancing mechanism.
THis might be an approach you could use for your game.
I think that a limited communication system like that could work well if the game was of very short duration, say 5 to 15 minutes, especially if gameplay was somewhat fast and semi-chaotic. I
Something just popped into my head, and I figured I
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I like the idea of being able to talk openly as long as there is a representative in a "neutral area" in Assembly of sorts, thanks.
I was thinking along the lines of what Brykovian mentioned is so far as written messages that could be interecepted. I want the game to have a lot of "mysterfy" in it in so far as who has what resources, not knowing how strong other players