The World Of Twilight

World Building => The World => Topic started by: serin on April 24, 2012, 12:29:09 pm



Title: The Beasts
Post by: serin on April 24, 2012, 12:29:09 pm
I am new to the forum, so may be posting this in the wrong place (sorry in advance) or may be posting a topic that is already addressed elsewhere (sorry again).

Is there any information on the 'beasts' that are not in the main factions. I could not resist an ostrich-like creature (I think it is an Eiralli though I may have mis-spelt that) at Salute.

I cannot find any stats on it, but assume it could be included in a scenario with my newly painted Fubarnii hunter and Graku.

Are they just intended to be decorative or are there rules for them that I have not looked hard enough for on the website?

Thanks for any information.

Also is there still interest in designing new beasts, as I have thoughts on a nasty little b****r!


Title: Re: The Beasts
Post by: Carcharoth on April 24, 2012, 01:51:31 pm
No rules as yet for the erillai I'm afraid. I had a plan for them, but it has yet to come to fruition. More than happy to start a thread to discuss them!
As for new creatures? I'm certainly interested to see what you come up with  :)


Title: Re: The Beasts
Post by: Ritualnet on April 24, 2012, 02:40:46 pm
I'd love to see some stats for random beasts, that could be part of scenarios. Say, a hunt gone wrong when a trader and his escort come across the scene, so that not only is Fubarnii vs Devanu, but also these random beasts, that once per combat 'turn', will move towards the nearest units and attack.


Title: Re: The Beasts
Post by: Klute on April 24, 2012, 09:43:53 pm
I'd love to see some stats for random beasts, that could be part of scenarios. Say, a hunt gone wrong when a trader and his escort come across the scene, so that not only is Fubarnii vs Devanu, but also these random beasts, that once per combat 'turn', will move towards the nearest units and attack.

Funnily enough only yesterday I was thinking about this exact thing. How to add some extra variety without going so far as to create a new race. I thought that groups of animals would be a fun gaming option for some, where you dont have as much control over the creatures but you would have other benefits, eg more of them. I not a gamer though but its something I think would be a bit different.

@serin
Just start a thread and show us your ideas :-)


Title: Re: The Beasts
Post by: Ritualnet on April 24, 2012, 10:25:57 pm
Funnily enough only yesterday I was thinking about this exact thing. How to add some extra variety without going so far as to create a new race. I thought that groups of animals would be a fun gaming option for some, where you dont have as much control over the creatures but you would have other benefits, eg more of them. I not a gamer though but its something I think would be a bit different.

Having a random force could be interesting, I think more with this game than with others. The more dedicated/hardcore/tourney players would hate any random aspect, as their force could be brought down with a bad roll of the dice. It's something to explore though, I'd think it would be fun!

Also I do wonder about the Grishnak, if the Devanu leading that party dies, would they become aimless, or like the beast idea, where they randomly attack whatever is not a Grishnak.


Title: Re: The Beasts
Post by: Geckilian on April 24, 2012, 10:31:21 pm
I regularly field all-Grishak forces, and I can happily attest that they do, indeed, attack and eat everything. ;)


Title: Re: The Beasts
Post by: Lost Egg on April 25, 2012, 08:03:53 am
I could imagine that some creatures might work together. Perhaps Grishak attack a group of traders then Kosok dive down to pick off the stragglers, just like scavengers flock to a kill.

HN


Title: Re: The Beasts
Post by: Megatron0 on April 25, 2012, 10:05:31 am
random animals in the game would be sweet.

stumbling across a hunt or a nest or ending up in a middle of a Belan migration. Its good stuff


Title: Re: The Beasts
Post by: TuffSkull on April 25, 2012, 10:31:02 am
Sounds like we're heading towards Games Mastered scenarios with groups of hunters Vs "NPC" beasts. Could be fun as an extra scenario whenever there's a meetup of WoT players! ;D


Title: Re: The Beasts
Post by: Klute on April 25, 2012, 12:45:38 pm
I was thinking more organised choas than total randomness. The player still has control but very limited compared to normal. Maybe packs/herds could have an "alpha" that the player has movement control of and the group has to stay close to that but is forced into combat at a certain range.
 ???


Title: Re: The Beasts
Post by: serin on April 25, 2012, 01:19:45 pm
It is good to see where this discussion is going.

THe beast I had in mind as a new creature is fairly random in its actions. It could be independent or I have thoughts for how it could be included at least in a Devanu or Empire force and possibly others! I would hope it would add an extra dimension to the game.

I will get sketching and writing and present it to the forum soon.


Title: Re: The Beasts
Post by: Carcharoth on April 25, 2012, 08:28:21 pm
For a while I've been thinking about some of the riskier tactics rogue Devanu jenta use. Mark and I were even discussing ideas for a big beastie they 'encourage' into battles. I was wondering about another initiative stone for the beast activation, and movement governed by nearby models rather than direct activation... We haven't progressed beyond the concept stage yet though!


Title: Re: The Beasts
Post by: Megatron0 on April 25, 2012, 09:54:14 pm
I was wondering about another initiative stone for the beast activation, and movement governed by nearby models rather than direct activation... We haven't progressed beyond the concept stage yet though!


Why not? It could just be another option to add in. For me twilight has always been about the world so why not bring that world into the games through Random effects/models? Addition victory objectives etc etc


Title: Re: The Beasts
Post by: Carcharoth on April 25, 2012, 10:15:35 pm
Why not?

Too many things I want to do... I will get there eventually! Hopefully I can get around to doing a big nasty beastie soon...


Title: Re: The Beasts
Post by: Klute on April 26, 2012, 01:04:25 am
Hopefully MARK can get around to doing a big nasty beastie soon...

Fixed :P


Title: Re: The Beasts
Post by: Lost Egg on April 26, 2012, 07:04:20 am
Ooo...do tell...

HN


Title: Re: The Beasts
Post by: Carcharoth on April 26, 2012, 07:30:42 am
Hopefully MARK can get around to doing a big nasty beastie soon...

Fixed :P

We can have more than one big beastie  ;D


Title: Re: The Beasts
Post by: Lost Egg on April 26, 2012, 08:31:18 am
:D Yay :D


Title: Re: The Beasts
Post by: Lost Egg on April 26, 2012, 08:48:12 am
I think you'd need different rules depending upon the scenario as the two are going to be bound together really.

If you have predatory beasts vs. sentients (eg Ghrishak vs. Fubarnii) then they should play just like any other faction with Kopas, Sempas & Jentas.

If you have hunters vs. herd beasties (eg Devanu vs. enuk herd) then the beasts should be trying to get from one side of the board to the other or start in the centre of the board and attempt to leave it. Apart from that they should work like any other faction with Kopas, Sempas & Jentas. If you have herders protecting the herd then they should lead the force but obviously they have the added benefit of offering protection.

If you have sentients vs. a big beastie then one should be ambushing the other. Both sides working like normal except that the beastie loses if dead, obviously ;)

If you have hunters attacking a big beastie in their nest, perhaps they have young to protect, then the beast should have to attack or chase off any models that get too close but must always return to the nest.

By tying the beasts into the scenario I think you'll get a more "realistic" game as beasts motivations are more basic than a sentient beast, even if the ultimate aim is the same; eat, MAKE BABIES, sleep, keep young safe.

HN

-------
lol
HN watching to much Game of Thrones I reckon.  ;D


Title: Re: The Beasts
Post by: Carcharoth on April 26, 2012, 10:52:57 am
Another example would be a Devanu tribe attacking a herd of beasts, with the other side protecting them. Ideally the beasts would behave in a realistic manner, following their neighbours, but fleeing from the nearest threat. I could 'code' a set of rules that they would play by, but making them simple enough to be playable would be a challenge. It would make for a fun participation game with a GM controlling the herd - the Devanu player would be trying to break off weak animals and avoid the defenders while the herd breaks and reforms trying to escape and protect themselves. The beasts would need to be hard enough to kill that the Devanu couldn't just charge in and get a kill easily... I'll write up that sort of scenario at some point, just to try it out...


Title: Re: The Beasts
Post by: Ritualnet on April 26, 2012, 11:17:14 am
Wouldn't the 'code' be easy though?

Any lesser herd animal must end it's move adjacent to another herd animal.
Any greater herd animal (i.e. the bulls or alphas) will always move to support any attacked lesser herd animal
They move in the shortest line to the edge of the board, if their movement is "blocked" by hunters, they will steam-roll over them in panic

Adding some randomness could be like:

1 - Panic! The group scatters, each herd animal moving in a random direction (scatter dice/8 sided Blood Bowl scatter chart etc)
2-3 - Regroup! The herd gather around each other, any herd animals not in base to base contact, will gain sprint
4-5 - Forge on! The herd move towards the edge of the board designated as their exit point.
6 - Attack! Some flicker of intelligence sparks the Alpha animal to lead an attack. All herd animals gain charge and as a unit, move towards the closest enemy.