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Naghan

2
Posts
A member registered Mar 08, 2016

Recent community posts

That does not give a lot of information, to help.

If you mean you don't understand 'entry' means, for example in 'explain how that entry relates to the current situation' or in 'Pick an entry from the Scale-Size table', than I can tell you, you are overthinking it.

I'm not one of the creators, but I'm willing to provide some pointers, if you can specify what you don't understand.

Still, in the ExNovo_1-1.pdf, there is an example starting from page 12. That could give you some pointers.

(2 edits)

I'm joining the crowd, that heard about Ex Novo from Dicebreaker.

I have to say, it's amazing for world building, even if in a smaller scale.

I have a few questions: On my third phase I had 616 which wants me to remove 2 Districts or Landamrks. At that point I only had one district and one landmark + 3 faction-landmarks.

I chose to remove two faction-landmarks, without removing the factions. Was this within the rules?

Also Event 643 says "change something". I Just added more ocean. I think that was not meant with "something" (I ignored the new life).

I had to bend' the rules, because my "city" is actually a space station. So the factions had to be all within the districts. Ocean represented uninhabitable space, due to deadly radiation or something.

Here is the city "Miner's Grave" in the beginning.

The three factions are:

  • Star: Law/Goverment
  • Wings: Smuggler
  • Drill: Miners

The outpost was formed by mainly the miners, looking for freedom of the rather suppressing Goverment. Of course the government could not let this pass and established a command center. The smugglers just went for the ride.

After five phases:

After discovering that the protecting nebula was weakening, new collectors (surge) were constructed to power the station. However the nebula continued to weaken and the radiaton destroyed the collectors. Continuing to weaken, the raditon almost destroyed the station causing the smugglers to flee. For the goverment this no mans land became a post, you were sent for punishment.

The miners however stayed and invested in robots for mining (box with circles) and soon were able to build the northern district 2, gaining access to the special minerals.

Like sharks smelling blood, the smugglers smelled profit and came back. (I ignored the plague, and just gave a faction power).

And in the end:

The smugglers were not the only one to hear about the valuable resources. The goverment came back and they came back with force. After, what can only be called, a war of attrition the goverment established a stronghold in district 2. District 1was bascally inhabitable (not shown) except the area surrounding the miners main building.

As things were cooling down, a reaction in the nebula caused parts of it to disperse, allowing more radiation to break through. The new hole in the natural defense barely missed the northern district.

Up to this point, the people of the northern district supported the smugglers, however an attempt to get rid of the goverment, failed spectacularly. Without the minerguilds support, who were busy otherwise), the government drove the smugglers back to their stronghold.

Meanwhile the miners used the distractions (paired with the events above) and rebuild/ reactivated the robot minig facilites and adding another district 3. Neither the goverment nor the smugglers could stop them, due to their ongoing skrimishes.

The constant fighting between the two factions in district 2, drove the people to the minerguild. This made it impossible for the goverment to attact the miners without attacing the civilians. Using the plenty ressources, and the 'immunity' given by the people, the miner rebuild district 1.

The miners guild held control over district 1 and 3, while the Law-fraction held the northern district 2 with access to the most valuable resource. The smugglers only managed to get hold of a port.

I quite liked it, but this was not the outpost I had imagined. :)