05-29-2009, 04:04 PM
Hoofhurr Wrote:Still I'm worried that while this sounds fun to create, once players align themselves with a faction and do everything they can to move that faction forward, aren't all the choices they make sort of defaulted? Where are the difficult and interesting choices players have to make? Where are the trade-offs 3-4 weeks into the game?I would think the interesting choices would be of a battlefield/strategic nature. Or if your faction is doing poorly, you may start to think about jumping ship, or perhaps there's a way to influence an alliance between two factions to work together against a bigger faction.
Basically I foresee the endgame being of a strategic nature.
Although there may also be room for a purely peaceful existence in the interior of a large, powerful faction -- assuming we could think of something interesting for them to do. Or to stay small and work as robber barons or mercenaries.
Although perhaps every faction has a particular goal in mind, and how well they're doing can cause some sort of dramatic impact.
Perhaps the Green Humans have strict ecological guidelines that prohibit mining in much of the world. Under their rule, weapon and armor crafting suffers and as they claim the last part of the map that has mithril in it, there is simply no more mithril mining happening anywhere in the world. If you're a cloth magic user, you love this faction and think that shutting down mithril mines is the best thing ever.
Whereas orcs have more of an "anything goes" policy, which can include getting mugged by a bigger orc in broad daylight.
You may simply get fed up with your faction and want to side with another, or go off and make your own.
