Important Update about the Factions
As you probably know a lot of people have been skeptical to the factions we have created for Warmakers, and have felt that they were either unbalanced or unfluffy. We created a few different options, but the even the best of them became nothing more than acceptable, they would work but there was nothing much to praise about them. But being average is not the goal of Warmakers, our goal is to create the largest fan based campaign yet and we cannot do that with things that people feel are only acceptable.
So we have decided to scrap the factions in favor of a system that can give people what they want.
Instead of factions we have created a new system that lets every race fight for itself without having to bend its fluff and goals to fit a pre-made alliance. We have made a system where each race is its own faction, and where we still avoid the clutter of having fifteen different stats for each battle on the map. This system is meant to give people the freedom that was not possible with factions, and let people really do things their own way. Below here I have included the quick version of it that should give you all the information you need, but if you want a more detailed description, go to our website.Quick Version
1. Each race is one faction; you fight only for your own race and not for an alliance of races. Each race has a set of goals. The winner of the campaign will be the one who accomplishes the most of these goals.
2. Each battle on the map is about a specific event (such as the assault of a fort) that ties into the goals of the races. Some races will want the event to success (the fort falls) other want to stop it, some will not care about that particular event.
3. There are only two sides in each battle, the once who want the event to succeed and the once who want it to fail. Races are not locked into these, when you post you are free to choose for which side.
4. Once a battle is over, everyone whose goal has been fulfilled by the result benefits.
5. Alliances are free to be formed and broken as players se fit simply by agreeing to help each other in different battles, or to join to take down a race who is in the lead.So what now?
What we will do now is first and foremost set up the race-goals. You have already specified what you want your race to be doing in the campaign, yet when we asked for goals the last time we asked for goals [I]that would fit in an alliance with someone[/], now you do not have that restriction. Also, the last time we were not clear enough with the fact that the fluff will change to fit the goals, you do not have to settle in for what the fluff seems to offer.
As an example. In the first goals created, the High Elves wanted to stop the stone from falling into the wrong hands and release Chaos over the world. Some players where not so happy with this since that seems to be what High Elves always get to do in a campaign, but settled for it since Chaos and High Elves are enemies after all. However, this is where you can change things when you make your goals. If the High Elves choose not to go after the stone to stop Chaos, but rather find other goals, then the fluff for the stone will be changed so that it will not let Chaos loose into the world if its destroyed. It might well be important to someone else, but not in a way that it becomes the High Elves responsibility. You are free to find goals that you are comfortable with, we will change the fluff accordingly.
If the Chaos Dwarf players donít care about the new undead threat, but are more interested in attacking the Ogres in the Sentinels, then write that. If the Empire players arenít satisfied with clearing the road but wants to set up a new outpost to, the write that. Come with a list of things you would like to accomplish in the Dark Lands, we will make sure you get your chance in this campaign and that all races will have something to gain as well as something to loose.
So, do you want to keep the goals you have already said, or do you want to redo them now that you have this information?