Part of the problem is that people like the idea that their country borders more than, say, two or three other countries. Most major powers in real life have a set of at least half a dozen 'neighbors' that they can interact with meaningfully. Since we've got three isolated continents with about five countries each, that doesn't work so well in our case.Agent Sorchus wrote:How many npcs can this game support? Honestly, not as many as people think. Right now I've seen calls to put npc's all up and down the American spine, to separate various borders that might have conflict and to have the Omnian "super" state.
That is a valid complaint, I think, in that a Space Filling Empire which cannot be interacted with is unsatisfying. I mean, if I want to say "I invade Omnia," what happens? Omnia is a cardboard cutout, and one too big for me to play with for my own amusement. I want either real neighbors, or neighbors I can set up interactions with on my own terms.Also I hate Omnia, mostly cause it is similar to the npc super state we all nixed back at the beginning. It takes up space and is a non-entity on a already sparsely populated (by us "players") continent. Actually that is my main concern with any NPC: the are going to be like having an AFK player state, without ever having coherent interactions with all the rest of the world.Thanas wrote: Besides Steve, I don't get why you have all kind of NPC buffer states popping up but want to push other players towards directly bordering each other.
That's why I thought Omnia works better as backstory, or as a broken-up state with a core remnant of "Omnia" still in existence. Because it's a state that logically would not have survived the twentieth century easily, and because it's poor practice to have NPC states strong enough that they get to dictate terms to PC states, despite not being run by a real human you can talk to.
Relax, breathe, take chill pill.Let me state this as nicely as I can. FUCK BACKSTORY. It has no bearing on a world we are all creating in the here and now, it can be adjusted & edited, but ultimately it is only relevant in so far as it establishes things for current events. You called for a broken off section of Klavostan with a barely functional government, I have a proposed series of nations that have broken up over their non-functionality. My concept works in the area (and can be adjusted to fit better if need be), and as a bonus actually has a player ready to write about it rather then a bland NPC that is essentially stealing my idea from me.Steve wrote:From the way you describe them, putting them between me and Klavo won't work given background and such, it's more logical if they're on the other side of Klavostan in "South America", with the Klavostani sultanate having traditionally been a buffer state from Granadian and others attacking them from the north - the coasts could've once been mostly imperial outposts of Britonia and Granadia and such, but decolonization saw the local nations recover them.
I think you have a good idea, but the random blasts of fury aren't helping.
It didn't, and would you please tone down the paranoia?IF I actually thought you guys would do the npc state and it's barely functional government justice (which I don't) I might as well retire my idea rather then have duplicates. But at that point I'm almost out of little state concepts, and frankly while my Patron Democracy is an interesting idea I don't think I have the right sort of focus to write about only one thing with one gimmick for long so I might as well retire utterly.
Actually all this stupid map talk reminds me that we never had anyone judge peoples concepts, unless this already happened off forum in which case I'm probably done with this BS.
In seriousness, you need to be prepared to have at least one or two rounds of back-and-forth with people before blowing a gasket, or this isn't going to work. Hear people out, explain to them why you don't like their proposal, THEN get upset if they ignore you or try to marginalize you AFTER you've made yourself understood.
This is true. On the other hand, one thing that Frequesque, Libertia, Velaria, Wild Space, and the Outlands all had in common is that they weren't monolithic. By contrast, the UN in SDNW4 was a monolithic superstate NPC, and absolutely nothing happened there or even very near there, except for one scene on Nova Terra between Fin and Shroomy.Siege wrote:As a veteran of several of these games I can safely say I have a pretty good idea how many NPCs the game can support. It's about 50/50 player-to-NPC. More than that and you'll have places on the map where nothing happens; less than that and (guess what) you'll have places on the map where nothing happens.Sorchus wrote:How many npcs can this game support? Honestly, not as many as people think.
You're completely wrong on the "non-entity" comment regarding NPC states: having neutral third-party grounds to set conflicts in opens the game up and invites multiple players to participate. Locking everyone in their own territory where players will be naturally hesitant to blow shit up or engage in crazy shenanigans only diminishes the game. In SDNW #1 the most interesting place was Terra Libertia, an NPC; in #2 conflicts developed over Central Frequesue, in the Border States and on Velaria, all NPCs; in #4 shenanigans happened in Wild Space, in the Outlands and in the MEH, all NPCs at the time.
The problem is that big Space-Filling Empire blobs on the map represent polities too strong to tangle with. We want NPC territories because we want new gameboards to play on, not new players that don't actually do anything because they aren't alive.
Omnia straddles the line between the two. If we play up the "sick old man of Australis*" angle and represent Omnia as on the brink of falling apart due to centrifugal forces, it works. If they're organized and generally have their shit together, they're just a big wall that stops us interacting directly.
*Whatever we call our continent, I don't care, just picking something.
I totally agree.'When Alexander saw the breadth of his domain he wept, for there were no more worlds to conquer.' That's why we need NPCs: to have a place where people can interact without immediately putting their capitals or territories at immediate risk of being blown up, contaminated, captured or revolutionized. To have something at stake without putting everything at stake.