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Why play a colonist? Expand / Collapse
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Posted Thursday, July 10, 2008 9:15 AM


Prodigal

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What is the appeal of the Colony Allegiance? What sort of thing makes you go 'yes, that's for me?'

Does the colony write up inspire you to play interesting characters? Or does it look like an exercise in rules use and downtime faff?

When I think of your typical 'heroic character', a large number of them seem to have at least some backing of their nation and friends. (James Bond and Indiana Jones spring to mind. Sure, they're edgily rebellious, but they still get their briefings from 'The Man'.)


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Post #66389
Posted Thursday, July 10, 2008 10:10 AM
Knight

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A few ideas spring to mind:

  • Humans (No racial makeup) are collonist only
  • You get to play with muskets (In theory) at starting
  • Cultures are already described in the Almanac giving you an idea about what you are getting into. They also tend to be at least slightly familiar to people (Malathians are a bit like Scots, Amun-Sa is a bit like Ancient Egypt etc...) which is not as clear with Natives.
  • There are more collonists than natives, the two sets of characters don't always see eye-to-eye. A native who only speaks to other natives is limited. A collonist who only speaks to other collonists is much less so because of the large number and variety of collonists.
  • Costume is relativly easy for a collonist and allows you to wear decent warm clothes.
  • The Gods seem to be more straight forward
  • Natives are mysterious and it can be interesting to find out about them in play


PD: Veritas (Smith Eidolon)
LT: Michaelangelo D'Crotez (Militia)
OOC: Andy
Post #66393
Posted Thursday, July 10, 2008 10:12 AM


Champion

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silverdreamdancer (7/10/2008)
A few ideas spring to mind:
  • Humans (No racial makeup) are collonist only


What about church/trade house? They have humans in too. In fact, more so, seeing as only 4 of the nations (5 if you count Free Islands) are human, where as all the trade houses and churches can be.

Ias


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Now: "?"
DUTT: Then: Commander J.W. Cranstan, Durholme City Guard
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I was going to run for parliament, because I want to make the world a better place, but I ran into some old friends and went out for a beer instead.
Post #66394
Posted Thursday, July 10, 2008 10:27 AM
Knight

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Sorry bad nomenclature:

I was thinking of most old-world church/trading house individuals as "Collonists" even if they don;t choose to involve themselves heavily in the collony politics or swear any special loyalty to them. They come from Old World nation cultures and have much in common with "nationalist" collonists.

PD: Veritas (Smith Eidolon)
LT: Michaelangelo D'Crotez (Militia)
OOC: Andy

Post #66400
Posted Thursday, July 10, 2008 10:45 AM
Champion

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easy mistake to make but the question was about colony allegiance (compared to Tradehouse, Church, Independant or Native)

So to answer the question why Colony? I think to answer this also need to look at why the others

Church in itself implies the religous game if this is not the most important thing to you then you may well not want to play this.

Why not native? well If you don't fancy any of the native races or awakened then again this will not be for you.

Which leaves you Colony, Tradehouse and Independant.

Tradehouse implies playing a merchant like character into trade and so forth. Again if this is not what you want from a game leaves you Independant or Colonial.

Now Colony gives you a good established background and base. a reason for characters to know each other to start with and something to care about. But you can create this yourself as an independant so why colony still?

I think to me more importantly as a colony due to the background you have some set restrictions and reactions you may well get from other players and this acts interaction and roleplay and other people have ideas how they will react to you.

So you come from Pongolia and part of the colony. Pongolia's enemies are the Wizzbits in the old world this means that there is already potential conflict there. You meet the Wizzbits and as you represent the old world government you will react accordingly and vise versa.

As an independent you have often turned your back on that and have a mixed group of cultures so the cultural support and conflict is not there.

Now i say this and there are big and obvious exceptions to this. I am blatantly playing an exception to the Rule as Mill'en as we are a Colonial Independent (for want of a better word). We have all the reasons and motivations you have from being a Colonial player as our background is laid out with friends and enemies you can build on but we create as independent according to the rules (though way back in the mists of the start of the campaign we did create as a colony until something in play gave a good reason to stop this as it was a bit odd we had it in the first place)

Colonial game has pressures on it (like all the allegiances other than independent) of outside forces this can be both a stick and a benny.

I have one reason not to play Colonial game and really this is why not to be a colonial govenor. The downtime is a nightmare! As far as I can tell running a colony is far harder than being head of a church, head of a tradehouse (though i am sure archons will argue this). But this does not effect the majority of colonial players ( I also thing it is massively influence by the size of your colony as well)

I personally have liked the colonial aspect of the game though i suspect I may do something else if I was doing it again.

I am also not sure how I feel about people creating as colony to get the bonuses then immediately leaving to be independent. Is this rule 7? I think it depends how you do it. If you have a group of mates all create in different colonies to get the better point spend and the all leave and form a group together then this is rule 7 as you blatantly should have been independent to start with.



Tom J

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Post #66401
Posted Thursday, July 10, 2008 10:52 AM
Heroic Knight

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When developing an idea for a character I tend to start with the character concept and then look for the Allegiance that would provide to be the most (or in some cases the least) suitable. So it's not a case with me of being attracted to playing a member of a particular culture (or in fact race), but finding a culture which suits the kind of character I want to play at the time.



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Post #66405
Posted Thursday, July 10, 2008 11:29 AM


Champion

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TomJ (7/10/2008)

I am also not sure how I feel about people creating as colony to get the bonuses then immediately leaving to be independent. Is this rule 7?

I haven't seen much of this happening but, if it did happen, I reckon there'd be a few IC repercussions to deal with.


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Post #66408
Posted Thursday, July 10, 2008 11:35 AM
Champion

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John Newton (7/10/2008)
TomJ (7/10/2008)

I am also not sure how I feel about people creating as colony to get the bonuses then immediately leaving to be independent. Is this rule 7?

I haven't seen much of this happening but, if it did happen, I reckon there'd be a few IC repercussions to deal with.


I haven't either to be fair but it was just something i was thinking of as I typed and as Ed had commented elsewhere about creating a group in colony and leaving as more interesting rather than start independent. This to me is an interesting way to do it (though you may find the colony do not have the time or energy to chase you down) but i could see people doing it in a less interesting way.

Tom J

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Post #66410
Posted Thursday, Ju