Did you mean: gate design
  • Opportunity (category Game Design)
    players could not normally do themselves. Opportunities are seeded into the game by our plot team. An opportunity often brings with it the ability to do something
    8 KB (1,273 words) - 16:38, 19 December 2023
  • Folly (section Game Design)
    benefits. A folly is the general term for any commission that is explicitly designed not to provide any apparent benefits. Most follies are straightforward
    7 KB (1,294 words) - 18:11, 17 September 2023
  • fundamental game design of the Senate to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed
    10 KB (1,642 words) - 20:48, 22 November 2022
  • Money is a frequent challenge in Dawn, especially for the noble houses. There is no glory in making money; an obsession with money is seen as tawdry, something
    6 KB (1,060 words) - 13:28, 2 September 2022
  • is anything that reflects the philosophy of the tradition and improves the game for those involved. Traditions Astronomancy Blood Magic Dramaturgy Rune Magic
    5 KB (647 words) - 15:27, 3 May 2021
  • Mandate (section OOC Design)
    most crucial elements of the game design. Opportunities, particularly Synod plot opportunities are specifically designed to present the player base with
    13 KB (2,329 words) - 10:30, 23 April 2024
  • Rules update 2024 (category Game Design)
    feedback that many people didn't appreciate the design of the criminal system, what role it has in the game and what that implied for any outcomes from any
    42 KB (5,990 words) - 20:31, 15 April 2024
  • all the plenipotentiary Winds of Fortune Talking to eternals - a chatty game design article with some advice about getting the most out of plenipotentiary
    13 KB (2,085 words) - 20:28, 11 February 2023
  • Crime and criminality (category Game Design) (section Design Goals)
    a considerable amount of time into the design of the legal system in Empire - along with the design of the game rules - to try and make it as effective
    15 KB (2,669 words) - 13:25, 26 April 2023
  • Rules update 2019 (category Game Design)
    integrate the new material. When you design a setting for a roleplaying game, many elements are included with an explicit design ethic for what they are trying
    42 KB (7,024 words) - 21:24, 11 February 2023
  • Rules update 2016 (category Game Design)
    have a profound impact on the game world. But the design goal was to ensure that Empire remained a live roleplaying game 100% - that all the important
    59 KB (9,886 words) - 17:03, 24 July 2022
  • who joins a noble house must first pass a Test of Mettle. There is a game design page especially to provide guidance on setting a test which may also be
    10 KB (1,712 words) - 08:54, 22 April 2024
  • round a camp would serve to protect against. This set-up is part of the game design, intended to make Anvil as open as possible to encourage interaction and
    12 KB (2,116 words) - 10:59, 3 April 2024
  • Accessibility (category The Game) (section In game documents)
    is not to circumvent the game but rather to identify the problems for our participants which are not part of the game design. The more of these problems
    29 KB (4,878 words) - 14:26, 31 January 2024
  • Rules update 2013 (category Game Design)
    mechanism for players to keep things more secure. We have switched the off-game rune for a ribbon due to the problems inherent in marking what is an in-character
    5 KB (906 words) - 17:45, 23 January 2015
  • claim that they can roleplay that they are helping is not justifiable in a game that places such a strong emphasis on reflecting players' actions in the
    36 KB (6,200 words) - 13:37, 4 September 2022
  • Rules update 2014 (category Game Design)
    well as having their resource enchanted. This was always the design intention for the game, but there was a mistake in the way the rules were written down
    9 KB (1,655 words) - 15:09, 10 December 2016
  • Dawn monarchy update (category Game Design)
    effective than it would otherwise have been. This directly flows from core game design elements that decisions are expensive and difficult to reverse. The Assembly
    28 KB (4,571 words) - 17:33, 19 February 2024
  • Setting a test (category Game Design) (section Design)
    creating a challenge for another player you have a massive impact on their game - if PD created that challenge for that player we'd call it "plot". Creating
    9 KB (1,652 words) - 10:53, 7 May 2021
  • Rules update 2018 (category Game Design)
    reasons of out-of-character game design criteria - it is an out-of-character decision taken by the Empire game team to improve the game. We consulted extensively
    49 KB (8,031 words) - 21:48, 30 July 2020
  • Rules update 2020 (category Game Design)
    Every year we carry out a review of some part of the game looking to see what we improve. This year our focus has been on updating some parts of the rules
    5 KB (912 words) - 09:52, 28 July 2020
  • contrary to the game design. We've presented the update here as part of a wind of fortune, but we want to be clear that this is a game update that we've
    39 KB (6,251 words) - 14:05, 26 July 2023
  • effort to learn to tell them apart. This is a deliberate part of the game design - it's a feature, not a bug. Under normal circumstances you can hear an
    6 KB (979 words) - 17:34, 23 March 2023
  • Conjunctions (category Game Design)
    details of the Sentinel Gate. Sentinel Gate design - a longer explanation of some of the out-of-character design philosophy for the Gate. Anomalous conjunctions
    8 KB (1,432 words) - 12:27, 17 May 2022
  • Sentinel Gate design (category Game Design) (section Core Design Criteria)
    Sentinel Gate is an essential part of the Empire game design - it allows us to combine a political game centred on Anvil with battles against the Empire's
    18 KB (3,082 words) - 13:57, 5 August 2021
  • from the surrounding marshes - but all the signs indicate that this is by design rather than as a consequence of any architectural failure. There are also
    58 KB (8,268 words) - 12:38, 18 January 2024
  • Remote Navarr (category Game Design)
    the beaten track it rarely sees many visitors. The Starks of Winterfell in Game of Thrones are like an isolated Steading... they rarely visit Kings Landing
    4 KB (727 words) - 10:44, 1 March 2016
  • Abstraction (category Game Design)
    come from the simplicity that they ensure. The game design strives to ensure that the complexity of the game is in the field - in the interactions between
    5 KB (914 words) - 19:43, 12 April 2014
  • Secrecy (category Game Design) (section An Inclusive Game)
    meetings in the game. All of these decisions are deliberately taken to make the game as accessible as possible for new players. Setting the game up in this
    6 KB (1,031 words) - 16:02, 20 March 2018
  • Senate design (category Game Design) (section Game Limitations)
    military game takes place primarily within the Military council - the game is designed to ensure that the senators can't directly move the military game into
    19 KB (3,401 words) - 11:22, 23 June 2016
  • The content on this page may be out of date. See Game Design: Spoils of War for more information When the Empire captures a territory from the barbarians
    4 KB (590 words) - 12:28, 5 April 2022
  • Rules update 2015 (category Game Design)
    perform it or if the target clearly fails to take the effect. The original game design deliberately set out to make warriors more powerful than wizards on the
    16 KB (2,597 words) - 12:11, 4 October 2019
  • Military Council design (category Game Design)
    difficult for anyone to formally address the council. The new design carries the Empire game design ethos through to the logical conclusion for the Military
    21 KB (3,042 words) - 11:14, 5 September 2017
  • crudely mechanical - with the result that it was easy for a few players to game the system and circumvent this key element. The mechanism suggested in the
    12 KB (2,080 words) - 14:55, 13 August 2023
  • Talking to eternals (category Game Design)
    response you want can present a real in-game challenge This article was originally written by Andy Rafferty, one of the game team, as a blog post in 2020. It
    23 KB (3,850 words) - 19:58, 22 May 2023
  • Rules update 2022 (category Game Design)
    fifteen years ago. In that time the expectations of what a game should offer and what a game organiser could try to deliver have changed, and our rules
    33 KB (5,149 words) - 18:13, 10 April 2023
  • Rules update 2023 (category Game Design)
    suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get
    51 KB (8,707 words) - 20:24, 28 March 2024
  • character-driven game - an open world that you are free to explore and influence. This page is part of our introduction to Empire, explaining more about the game. It
    11 KB (1,790 words) - 15:36, 16 March 2023
  • is to setting Tests of Mettle, Ardour and Resolve. We have created a game design page especially to provide guidance on setting a test. An earl who possesses
    2 KB (343 words) - 22:57, 26 May 2023
  • Rules update 2017 (category Game Design)
    fascinating design challenge in Empire because of its mass participation nature. The more players who participate in the Conclave game - the slower the game runs
    97 KB (16,786 words) - 20:56, 14 August 2020
  • to the voting mechanisms. These mechanisms are part of the game design - and they are designed to be inequitable and unfair - partly to try and enhance the
    3 KB (554 words) - 13:46, 12 May 2022
  • and respected across Wintermark then you have to use the mechanisms of the game to create an Imperial title. Every Imperial title goes on the wiki, so everyone
    28 KB (4,440 words) - 18:05, 24 July 2022
  • reasons of out-of-character game design criteria - it is an out-of-character decision taken by the Empire game team to improve the game. We will continue to consult
    52 KB (7,047 words) - 16:32, 13 April 2024
  • the game. While a statement of principle of this kind is guaranteed to have an effect, this will not always be a benefit. The play-balance of game effects
    10 KB (1,670 words) - 19:14, 26 May 2023
  • interesting game in the field. As a purely out-of-character construction, the thing doesn't allow for or create much game in my view as a game designer (players
    218 KB (38,531 words) - 11:27, 17 November 2023
  • conduct rules so that we can roleplay safely and respectfully. Game rules govern how the game is fairly played and explain what behaviour is classed as cheating
    37 KB (5,688 words) - 01:09, 28 March 2024
  • What we do (category Game Design)
    Facebook, they maintain the same sort of informal tone found in the more game-design oriented essays you can find here. Matthew Pennington runs Profound Decisions;
    135 KB (24,861 words) - 18:03, 29 December 2023
  • it - and embrace it. The game is designed so that leaning in to an archetype and embodying that will hopefully improve your game. Occasionally we publish
    8 KB (1,361 words) - 20:36, 27 April 2022
  • commission must make a certain amount of in-game sense both in terms of the setting, and the effect it will have in the game world. For example, a great work that
    16 KB (2,532 words) - 12:35, 27 March 2024
  • must provide a phys-rep for any carded game item and the cards should be kept with the phys-reps All carded game items are one-shot items - you must rip
    12 KB (1,661 words) - 10:49, 3 April 2024
  • pot and keep the game intriguing, but the primary protagonists who might oppose your in-character agendas will be other players. In a game like Empire, it
    13 KB (2,083 words) - 17:39, 5 April 2023
  • commission. Lorenzo's Great Game is a great work that provides additional income to business owners in Temeschwar. The Great Game is a sprawling structure
    35 KB (4,244 words) - 12:29, 16 April 2024
  • great work. They mark a spiral design worked into the sod of the foothills and reinforced by wandering feet. This grand design subtly alters and focuses the
    15 KB (2,423 words) - 14:40, 27 April 2024
  • wearing a livery coat with this design should be treated as a referee. For this reason players are not allowed to wear this design of livery coat. Referees in
    10 KB (1,695 words) - 15:29, 17 April 2024
  • and checking with a referee. Sentinel Gate design - a longer explanation of some of the out-of-character design philosophy for the Gate. Conjunctions - advice
    17 KB (2,659 words) - 23:36, 2 November 2023
  • Almodin Oktístis who was approached to design 'in keeping with Urizeni style' by Senator Kallavesa. The original design included a number of statues and decorations
    6 KB (876 words) - 00:29, 6 July 2023
  • before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If
    18 KB (2,873 words) - 13:45, 31 March 2024
  • Technology (category The Game)
    note that Empire is not a game of technological exploration - technological advancement and invention are not themes of the game. This means that you cannot
    30 KB (4,816 words) - 20:13, 3 April 2024
  • In a live roleplaying game, the more effort every participant makes with their costume, the better the game becomes for everybody. By costume we don't
    26 KB (4,116 words) - 11:02, 12 April 2024
  • whose tattoos were damaged or lost due to misadventure or war, finding the design reappear somewhere else provided they stayed true to the oaths. Very rarely
    15 KB (2,568 words) - 13:26, 25 April 2020
  • Intent (section OOC Design)
    death penalty should be determined by how the player chooses to play the game. If someone committed a serious crime, intending to do it, this lies on the
    6 KB (1,022 words) - 20:43, 15 April 2024
  • limits and to get involved in events appropriate to their title during the game, but they do not have any options beyond those explicitly listed for the
    17 KB (2,707 words) - 13:46, 11 December 2023
  • rather than a specific design used by everyone. In a legion of orcs that use a dagger as their symbol for example, each design may be a slightly different
    13 KB (2,219 words) - 12:36, 11 April 2024
  • headdresses that represent game animals, such as stags, hares and pigeons. Details of the hunt vary from year to year; a glorified game of hide-and-seek one
    12 KB (1,965 words) - 13:50, 19 April 2024
  • court are NPCs. Their decisions are made in the interests of keeping the game enjoyable, they are not made so as to create plot when players disagree with
    18 KB (2,920 words) - 00:18, 1 May 2024
  • of two crowns to change resource will apply. (OOC: It is part of the game design that a character cannot have more than one personal resource. This means
    18 KB (2,897 words) - 17:53, 29 December 2023
  • a significant increase in mana production. The market follows a similar design to the Temeschwar Mana Exchange which was built at the same time. A four
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  • Freeborn artist Doratea i Jovita i Riqueza's painting of the servants of Cold Sun attempts to capture their implacable, inhuman nature. Click for audio
    50 KB (7,736 words) - 19:09, 16 April 2024
  • earlier - we're keen to avoid the game being bogged down with too many procedural votes of this kind. Rather the game is designed so that important votes like
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  • The Mirrored Maschieri is expected to act as a champion of fashion and design right across the Empire, to celebrate true beauty and to support Sarvos’
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  • a Varushkan shield nailed to it, lacquered and painted with a labyrinth design intended to make monsters become lost and confused if they try to approach
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  • before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If
    9 KB (1,494 words) - 12:35, 17 April 2024
  • your character you should either paint or cover all visible skin or else design the areas that are coloured to make it clear that you have mottled skin
    18 KB (2,574 words) - 13:11, 29 May 2023
  • suggestion for how the final design might be chosen. Eilian proposes a contest for the Empire's finest artists to create a design for a commission to celebrate
    29 KB (4,373 words) - 21:59, 23 April 2024
  • while touching a target of a spell, or might use a permanent or temporary design that incorporates a rune. Runes are commonly painted or carved onto the
    11 KB (1,669 words) - 16:20, 19 March 2024
  • together and good groups are great for helping new players get involved in a game. The brief for every nation in Empire includes several archetypes to help
    9 KB (1,579 words) - 14:21, 6 July 2022
  • the banner of the firebird - a great eagle wreathed in orange flames. This design was first seen in the months leading up to the Winter Solstice last year
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  • on combat and heroic skills. A battle mage is just as effective a way to design a kohan as a warrior who focuses on mundane combat skills. It's also possible
    15 KB (2,392 words) - 15:12, 4 April 2024
  • War is not a game. War is not a game, it is a life-and-death conflict. Most Navarr warriors have little interest in forming battle lines and engaging their
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  • with a net of mithril thanks to the aid of the Spiral artisans who helped design it. The fine geometries of the web keep the dark influence of the Black
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  • their archons, who in turn surrounded the grand archon There was a clear design, a geometric arrangement of three thousand heralds, filling the valley below
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  • absolutely impartial and honest. The point of the Law is to attempt to create a game in which there is a strong effective legal sanction against theft and murder
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  • you - they pride themselves on their wealth and affluence Masters of the game - the Grendel are cunning and savvy, they seek to understand their rivals
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  • of the visuals for Empire, and their orc masks have been created with the game in mind. The masks by Dogbane SFX are also valid for all orcs in the setting
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  • all the people of the League, Tassatans are most likely to view life as a game and they are notorious for their love of intrigue, not just for the sake
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  • inland, the rocky coast gives way to fertile chalk-soiled downs, with rich game-filled woodland, large farms, and prosperous market towns beyond. The largest
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  • The gentleman on the left in this picture from the Seventh Sea roleplaying game, represents the style embraced by the academics and those who favour the
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  • that the title as designed does not have the power of concedence so wouldn't be able to give anything away. We've made a small game update, so that all
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  • to fall behind in the fight against stone and steel. We will trust to the design of the Five-Who-Are-One. Tomoreh Galdramathur, General of the Jaws of Winter's
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  • locks is undone. The water starts to flow freely, aiding the Jotun's ruinous design. They continue their wreckers work through the night, lit by great bonfires
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  • the game. Unfortunately, this ritual is completely incompatible with Empire's magic theory and was a remnant from the very first years of the game before
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  • whether as central characters or “clowns” during the interludes. A popular game between playwrights and critics is to conceal the characters in some way
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  • age are able to participate and roleplay fully in the game setting. The additional rules are designed only to ensure that all participants are fully protected
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  • murder their foes. They urge their fellows to remember that this is not a game, or a story, and that the enemy who waits for them will not easily be defeated
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  • of the Barrens. The woodlands here are dense, and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area
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  • it entertainment; a chance to acquire an invitation to a high-stakes card game; an opportunity to become captain of the Passion of the Flame (a renowned
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  • offering an in-character service add more to the game for our players than they detract from it. However, as the game has grown over time, we have needed to create
    34 KB (5,526 words) - 17:10, 30 January 2024
  • their Test of Citizenship. This demonstrates their ability to engage with the game world in an IC manner and understand how to make the most of the Student
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  • woods seem largely uninhabited by the orcs, and the only trails appear to be game trails, Trackless, it is easy to become lost in the groves – but reports
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  • roleplay that they had a profound spiritual epiphany during the raid. In game terms, they were enveloped by a spontaneous aura that gave them a profound
    142 KB (19,870 words) - 22:32, 20 January 2022
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