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	<title>Comments on: Developing a Territory System: Initial Thoughts</title>
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	<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/</link>
	<description>The Art of Interaction</description>
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		<title>By: Chris Orton</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-60026</link>
		<dc:creator>Chris Orton</dc:creator>
		<pubDate>Mon, 13 Dec 2010 16:08:41 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-60026</guid>
		<description>It&#039;s true not every city is set up on a grid formation.  I just emailed the MST for Geist about my idea and why I wanted to implement it.  One of the things that could be done is, rather than square blocks, the map of the city could be gridded out.  This thought just now occurred to me when i read your post.

  I like your idea of granting bonuses for situations (ie investigation) and so forth, and might utilize it.  However, I think by having &quot;concrete&quot; resources, it would give players more interest in obtaining and protecting those areas.  It could also be used as part of a story line.  For example, a one ton bronze statue in someone&#039;s home turns out to be a fetter.  But it&#039;s in a part of town nobody controls, at least not yet.  The players would then need to RP through making alliances with each other to gain control over that area, or possibly just fight it out.

As for complexity of the system, I&#039;ll have to try it out and see how it works.  To me, it seems simple enough and utilizes the Psyche of the Geist in the way it works within the cannon material as described on page 22.</description>
		<content:encoded><![CDATA[<p>It&#8217;s true not every city is set up on a grid formation.  I just emailed the MST for Geist about my idea and why I wanted to implement it.  One of the things that could be done is, rather than square blocks, the map of the city could be gridded out.  This thought just now occurred to me when i read your post.</p>
<p>  I like your idea of granting bonuses for situations (ie investigation) and so forth, and might utilize it.  However, I think by having &#8220;concrete&#8221; resources, it would give players more interest in obtaining and protecting those areas.  It could also be used as part of a story line.  For example, a one ton bronze statue in someone&#8217;s home turns out to be a fetter.  But it&#8217;s in a part of town nobody controls, at least not yet.  The players would then need to RP through making alliances with each other to gain control over that area, or possibly just fight it out.</p>
<p>As for complexity of the system, I&#8217;ll have to try it out and see how it works.  To me, it seems simple enough and utilizes the Psyche of the Geist in the way it works within the cannon material as described on page 22.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-60024</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Mon, 13 Dec 2010 15:45:13 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-60024</guid>
		<description>I ended up using a very simple system, which you can read in the &lt;a href=&quot;http://wiki.white-wolf.com/camwiki/index.php?title=Charlotte_Geist_VSS&quot; rel=&quot;nofollow&quot;&gt;VSS&lt;/a&gt;.  Essentially, players publicly claim territory for benefits; a territory claimed by more than one person or group provides no benefits.  The benefits are a +2 to pulls like gathering information, navigating, opening gates, and establishing initiative, all when within territory you control.

Any conflict over territory must be handled IC, with no special mechanics; unless the system is abused, a character must choose to abandon a claim in order to lose territory.

Players haven&#039;t really shown much interest in the territory system.  As a last attempt at generating some inter-PC conflict, I&#039;m considering modifying the system to give 1 plasm per game for every graveyard in territory you control, to be split among the people controlling it.  This would be in addition to my established random plasm pull at the start of each game.

Your system looks interesting, but seems very complicated to administer.  I don&#039;t feel like I have the time and energy to run a particularly complex system.  Also, Charlotte is laid out in a very organic fashion, so it&#039;s not an option to use set areas like &quot;square blocks.&quot;</description>
		<content:encoded><![CDATA[<p>I ended up using a very simple system, which you can read in the <a href="http://wiki.white-wolf.com/camwiki/index.php?title=Charlotte_Geist_VSS">VSS</a>.  Essentially, players publicly claim territory for benefits; a territory claimed by more than one person or group provides no benefits.  The benefits are a +2 to pulls like gathering information, navigating, opening gates, and establishing initiative, all when within territory you control.</p>
<p>Any conflict over territory must be handled IC, with no special mechanics; unless the system is abused, a character must choose to abandon a claim in order to lose territory.</p>
<p>Players haven&#8217;t really shown much interest in the territory system.  As a last attempt at generating some inter-PC conflict, I&#8217;m considering modifying the system to give 1 plasm per game for every graveyard in territory you control, to be split among the people controlling it.  This would be in addition to my established random plasm pull at the start of each game.</p>
<p>Your system looks interesting, but seems very complicated to administer.  I don&#8217;t feel like I have the time and energy to run a particularly complex system.  Also, Charlotte is laid out in a very organic fashion, so it&#8217;s not an option to use set areas like &#8220;square blocks.&#8221;</p>
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		<title>By: Chris Orton</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-60011</link>
		<dc:creator>Chris Orton</dc:creator>
		<pubDate>Mon, 13 Dec 2010 11:14:23 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-60011</guid>
		<description>I&#039;m just now getting my Geist Venue up and running.  The basics of what your saying makes sense.  In my domain, we only have about 16 active players, and so far, only 5 of them have any interest in games other than Requiem.  So, if I can find a way to satisfy the political/social players, I&#039;m hoping to increase the number.  I might even use your idea on how to do so, with a bit of tweaking.  

Each area (I&#039;m thinking) of the city will have something in it a character might want.  One of the three Avernus gates for example, or perhaps a static momento.  By controlling those territories, you control those things.  As for game play, each character will be able to control X amount of square blocks where X is equal to psyche+presence or psyche+manipulation (whichever is lower).  For every PC you form an alliance with, you can combine these traits.  For every 5 NPCs, you get a +1.  

At that point, the mechanics would be simple enough.  Players may either negotiate with each other, or, if they must fight it out, they mediate it based on whoever has the higher score.  But if the new territory exceeds their capacity for control, they will be unable to control it until they can meet the requirements.  At that point, if someone else comes in to take control, they would receive a negative modifier based on the excess (so for example, if they are 4 points shy of having full control, they would be at -4).  In these instances, if the defenders loose, they select what area is lost (since their strategy of defense would include where the weak points are.)

Another way to occupy player boredom that I will at least try a few times before either making it permanent or scrapping it is, when players create their characters, they will have a choice of geists I have created.  These geists have basic backgrounds and personality descriptors.  Each game, players will have the option of picking one of these geists at random and play that NPC during their more quiet times.</description>
		<content:encoded><![CDATA[<p>I&#8217;m just now getting my Geist Venue up and running.  The basics of what your saying makes sense.  In my domain, we only have about 16 active players, and so far, only 5 of them have any interest in games other than Requiem.  So, if I can find a way to satisfy the political/social players, I&#8217;m hoping to increase the number.  I might even use your idea on how to do so, with a bit of tweaking.  </p>
<p>Each area (I&#8217;m thinking) of the city will have something in it a character might want.  One of the three Avernus gates for example, or perhaps a static momento.  By controlling those territories, you control those things.  As for game play, each character will be able to control X amount of square blocks where X is equal to psyche+presence or psyche+manipulation (whichever is lower).  For every PC you form an alliance with, you can combine these traits.  For every 5 NPCs, you get a +1.  </p>
<p>At that point, the mechanics would be simple enough.  Players may either negotiate with each other, or, if they must fight it out, they mediate it based on whoever has the higher score.  But if the new territory exceeds their capacity for control, they will be unable to control it until they can meet the requirements.  At that point, if someone else comes in to take control, they would receive a negative modifier based on the excess (so for example, if they are 4 points shy of having full control, they would be at -4).  In these instances, if the defenders loose, they select what area is lost (since their strategy of defense would include where the weak points are.)</p>
<p>Another way to occupy player boredom that I will at least try a few times before either making it permanent or scrapping it is, when players create their characters, they will have a choice of geists I have created.  These geists have basic backgrounds and personality descriptors.  Each game, players will have the option of picking one of these geists at random and play that NPC during their more quiet times.</p>
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	<item>
		<title>By: Mcauley</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-52759</link>
		<dc:creator>Mcauley</dc:creator>
		<pubDate>Mon, 22 Feb 2010 01:50:51 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-52759</guid>
		<description>what if you made it so that that there was another system for gaining territory? Maybe you had to convince enough minor characters from another territory to join you that it was simply a coup-de-tat. spies and infiltrators would replace common footsoldiers. maybe each region has an npc &quot;governor&quot; who you can be bribed on to your side.</description>
		<content:encoded><![CDATA[<p>what if you made it so that that there was another system for gaining territory? Maybe you had to convince enough minor characters from another territory to join you that it was simply a coup-de-tat. spies and infiltrators would replace common footsoldiers. maybe each region has an npc &#8220;governor&#8221; who you can be bribed on to your side.</p>
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	<item>
		<title>By: Ludus Novus &#187; Blog Archive &#187; Designing for LARP</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-51913</link>
		<dc:creator>Ludus Novus &#187; Blog Archive &#187; Designing for LARP</dc:creator>
		<pubDate>Sat, 30 Jan 2010 17:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-51913</guid>
		<description>[...] the players while the GM is off running more externally-motivated scenes. With Geist, I need to craft this sort of system from scratch. I also need to deal with the added complexity of having each PC have an NPC that is literally [...]</description>
		<content:encoded><![CDATA[<p>[...] the players while the GM is off running more externally-motivated scenes. With Geist, I need to craft this sort of system from scratch. I also need to deal with the added complexity of having each PC have an NPC that is literally [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-51485</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Sun, 17 Jan 2010 21:41:23 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-51485</guid>
		<description>What do you mean?</description>
		<content:encoded><![CDATA[<p>What do you mean?</p>
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		<title>By: Timmy J.</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-51483</link>
		<dc:creator>Timmy J.</dc:creator>
		<pubDate>Sun, 17 Jan 2010 21:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-51483</guid>
		<description>The thought came to my mind while reading that I would get jumped by alot of people if I tried this..</description>
		<content:encoded><![CDATA[<p>The thought came to my mind while reading that I would get jumped by alot of people if I tried this..</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-51480</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Sun, 17 Jan 2010 16:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-51480</guid>
		<description>Yeah, that is a problem.  Hopefully, since this only concerns local territories, out-of-towners won&#039;t need to be concerned with it, and locals won&#039;t need to worry about it when going out-of-town.</description>
		<content:encoded><![CDATA[<p>Yeah, that is a problem.  Hopefully, since this only concerns local territories, out-of-towners won&#8217;t need to be concerned with it, and locals won&#8217;t need to worry about it when going out-of-town.</p>
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		<title>By: Lissa</title>
		<link>http://ludusnovus.net/2010/01/17/developing-a-territory-system-initial-thoughts/comment-page-1/#comment-51478</link>
		<dc:creator>Lissa</dc:creator>
		<pubDate>Sun, 17 Jan 2010 16:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=709#comment-51478</guid>
		<description>One thing that comes to mind in all this is that it&#039;ll be rather difficult for players to travel from city to city and LARP in this because there&#039;s no standardization in this social stuff.  Could be a problem.</description>
		<content:encoded><![CDATA[<p>One thing that comes to mind in all this is that it&#8217;ll be rather difficult for players to travel from city to city and LARP in this because there&#8217;s no standardization in this social stuff.  Could be a problem.</p>
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