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  #1  
Old May 10th, 2003, 06:14 AM
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Default New PBW RPG Game: Strange Races 2

Hey all, I am going to start another Strange Races game. The first game is still going, but not to the expectations I had for it. I request that only serious players sign up for this game as that is the problem with the first game. Someone dropped when the RPG aspect was in full swing and it severely changed the game. Anyway, here are the settings, if you are interested, please sign up (note that I have made a few changes from the first game);

For many generations, your scientists have been studying the stars. It was only 100 years ago that they discovered there were other planetary systems within your galaxy. They have yet to be able to explain the limits of your galaxy, much is still unknown. Talk and rumors of alien life out there has been running rampant within your populace. Most of your population is anxious, although some are wary, as the day of your first intergalactic colony ship deployment draws near and your scientists promise even more advances as the years go by. Will you find extraterrestrial existence? If you do, will they be friendly? Will you be able to establish a mutually beneficial alliance or bring war upon your people? The answers can only be found in the stars so lead your race into the future!

Starting resources: 100000
Starting planets: 1
Home planet value: Good
Score display: Own
Technology level: Low
Racial points: 5000
Quadrant type: FQM Dense Paradise
Quadrant size: Medium
Event frequency: Medium
Event severity: Medium
Technology cost: High
Victory conditions: Last Man/ Last Alliance (Max 2 in alliance)
Maximum units: 5000
Maximum ships: 2000
Computer players: None
Computer difficulty: N/A
Computer player bonus: N/A
Neutral empires: No
Other game settings:
NO: PPB, APB, MB, Mines, Intel, Stellar Manip., Ancient Race, Religious Technology, Technology Trades, Ship Trades, Pop Swapping

Must take 1 and only 1 Advanced Racial Technology (i.e. Temporal, Organic, Psychic, Crystalline)

Surrender allowed to attacking empire only.

RPG STRONGLY encouraged.

10 players

Prefer non-stock races (i.e. custom shipsets and RPG your race)

Race Description, Biological Description, Society Description, General History Description, are a must and you should play your race accordingly.

All Treaties allowed, but max 2 alliance accepted as victory.

Game will start with 10 players or June 1st.

[ May 23, 2003, 15:19: Message edited by: Gandalph ]
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  #2  
Old May 10th, 2003, 07:16 PM
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Default Re: New PBW RPG Game: Strange Races 2

Why only 1 racial tech this time?
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  #3  
Old May 10th, 2003, 07:31 PM
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Default Re: New PBW RPG Game: Strange Races 2

Quote:
Originally posted by Ed Kolis:
Why only 1 racial tech this time?
Well, for a couple of reasons. First and foremost is that I want to see a Temporal race played as a Temporal race etc. Second is that I want to get away from mixed tech ship design. I don't want someone using Organic armor and Temporal weapons or shields/Crystalline armor with Psychic weapons. You chose 1 trait and play your race with it using that trait's advantages/disadvantages.
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Old May 10th, 2003, 07:38 PM

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Default Re: New PBW RPG Game: Strange Races 2

Hey Gand. How about trades and gifts all together. And make it a rule NO TRADES NO GIFTS.

That way if you want something you will have to go to war for it....
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Old May 10th, 2003, 07:42 PM

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Default Re: New PBW RPG Game: Strange Races 2

The reason I say this that in Strange Race 1 everyone has a military alliance...
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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Old May 11th, 2003, 05:45 PM

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Default Re: New PBW RPG Game: Strange Races 2

p.s. perhaps we could use rex's colony mod....
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  #7  
Old May 12th, 2003, 05:50 AM
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Default Re: New PBW RPG Game: Strange Races 2

Quote:
Originally posted by tesco samoa:
Hey Gand. How about trades and gifts all together. And make it a rule NO TRADES NO GIFTS.

That way if you want something you will have to go to war for it....
I may take this to a vote. It does seem, in some of the games that I have played, that Tech Trading gets out of hand. It may be better in this type of game to only get what you research or take by force.
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  #8  
Old May 15th, 2003, 08:10 AM
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Default Re: New PBW RPG Game: Strange Races 2

Bumping this back to page 1 in the hopes of generating more interest.
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  #9  
Old May 16th, 2003, 02:30 PM
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Default Re: New PBW RPG Game: Strange Races 2

temptation...temptation.....

I'll be damned !

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Old May 16th, 2003, 07:20 PM
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Default Re: New PBW RPG Game: Strange Races 2

High Tech Cost and Tech Trading allowed - makes the actual gaming irrelevant, only problem is to form a good and effective tech trading alliance. Though tempted, I'll not join a PBW game with tech trading allowed (ship trading and analysing is bad enough) - unless its a 1-on-1

I know that from similar games, it is too much emphasis on diplomacy and/or prearranged alliances due to personal knowledge (happens), and the actual strategy game aspect has little effect. I prefer planing, managing and solving problems like too many borders for too few fleets
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