In conversation with Dominick the Brewer of Gor
"The lady Ostia is another Arian." He continued with Dominick when he returned his attention and then he waved off Aurel to attend to her Master, the hit little bitch. He said it, the thing about the Arian, like he was trying to jog Dominick’s memory because at this point the cities more powerful and usually wealthier land owners were Arians and there was only a 2/8 Cosian portion of the senate right now. Port Cos offered the rare focal point where the Port Cosian and not exactly friendly to Ar, and the Arian, not exactly friendly to Port Cos, struggled outright for financial control of the busy commerce port. Where better to stop, if you were a merchant ship about to run out through the Vosk channel toward Port Kar and Cos, or on the way back from the same place? Agrippa looked up at the Pharos, the tall, cylindrical structure which lay on a promontory at the southwesternmost point of the harbor. It was perhaps one hundred and fifty feet high. It tapered upward and was perhaps some twenty feet in diameter at the top. It was yellow and red in horizontal sections the color of the builders and warriors, the builders the caste that had supervised its construction and the warriors the caste that maintained its facilities. It was as much a keep as a landmark. At night in the virtues of fires and mirrors it served as a beacon:: I’m thinking about moving into the Pharos myself. Or I would, if it weren’t for all the stairs. I don’t mind the place on goat hill.
Back to page 1 of Port Cos web site
Wednesday, June 17, 2009
Phases of play (adapted from "Diplomacy", avalon hill, 1954)
Diplomatic phase
During this phase players meet to discuss their plans for upcoming turns. Alliances are made and strategies set. These “diplomatic negotiations” take place before each turn. Negotiations last 4 days. Negotiations may end sooner if all players agree and turn in their orders. Conversations deals schemes and agreements among players will greatly effect the course of the game. During diplomatic negotiations, players may say anything they wish. Some players usually go to another room to organize private groups of two or three. They may try to keep their conversations secret. They may try to over hear the conversations of other. These conversations usually consist of bargaining or joint planning but they may also include exchanges of information, denouncements, threats, spreading of rumors and so on. Public announcement may be made and documents may be written, made public, or kept secret,, as the players see fit. These discussions written agreements, however, do NOT bind a player to anything he/she may say. Deciding whom to trust as situations arise is an important part of the game. It becomes very important to role-play with competing players to form alliances. In order to take any territory it is almost always necessary to obtain the help of a partner team to support your attack, or merely to attack another teams supporting territory to cut that support. This role-play can take the form of bribes threats negotiations black mail, sexual favors, almost anything a play can think up to influence trick or bargain with the other players in order to get them to turn in orders that help their objectives is legitimate role-play.
Order writing phase.
At the end of the diplomatic phase when players know how they want to move then comes the order writing phase. Orders are sent to the referee and All orders are revealed at the same time and worked outPlayers in Port Cos do not have to live in Port Cos, do not have to role-play in Port Cos, and can perform IC role-play negotiations in any RP environment including through “correspondence.” Players may tell other players one thing and do another. Spying for information becomes an actually valuable commodity.At the end of play when one team has taken the city (which can snowball since when one player begins to expand it becomes geometrically harder for other players to resist them,) that player becomes administrator or rule of Port Cos in the manner they see fit for a limited period of time. Defeated players need to offer or submit to some form of tribute or vengeance within reason be it payments favors, promises, the selling of slaves or the betrothal/surrender of daughters or sons. Players may set limits on what they are willing to do if they lose.
During this phase players meet to discuss their plans for upcoming turns. Alliances are made and strategies set. These “diplomatic negotiations” take place before each turn. Negotiations last 4 days. Negotiations may end sooner if all players agree and turn in their orders. Conversations deals schemes and agreements among players will greatly effect the course of the game. During diplomatic negotiations, players may say anything they wish. Some players usually go to another room to organize private groups of two or three. They may try to keep their conversations secret. They may try to over hear the conversations of other. These conversations usually consist of bargaining or joint planning but they may also include exchanges of information, denouncements, threats, spreading of rumors and so on. Public announcement may be made and documents may be written, made public, or kept secret,, as the players see fit. These discussions written agreements, however, do NOT bind a player to anything he/she may say. Deciding whom to trust as situations arise is an important part of the game. It becomes very important to role-play with competing players to form alliances. In order to take any territory it is almost always necessary to obtain the help of a partner team to support your attack, or merely to attack another teams supporting territory to cut that support. This role-play can take the form of bribes threats negotiations black mail, sexual favors, almost anything a play can think up to influence trick or bargain with the other players in order to get them to turn in orders that help their objectives is legitimate role-play.
Order writing phase.
At the end of the diplomatic phase when players know how they want to move then comes the order writing phase. Orders are sent to the referee and All orders are revealed at the same time and worked outPlayers in Port Cos do not have to live in Port Cos, do not have to role-play in Port Cos, and can perform IC role-play negotiations in any RP environment including through “correspondence.” Players may tell other players one thing and do another. Spying for information becomes an actually valuable commodity.At the end of play when one team has taken the city (which can snowball since when one player begins to expand it becomes geometrically harder for other players to resist them,) that player becomes administrator or rule of Port Cos in the manner they see fit for a limited period of time. Defeated players need to offer or submit to some form of tribute or vengeance within reason be it payments favors, promises, the selling of slaves or the betrothal/surrender of daughters or sons. Players may set limits on what they are willing to do if they lose.
Tuesday, June 16, 2009
A SIMPLE PRIMER ON HOW TO PLAY
HOW IT WORKS

]This is a Role Playing game in AOL Gor using a simple strategy system to support the RP in a struggle to take control of the city.
Using the Street of Brands District as the example with one order from Avenue of coins (gold color upper left)
The Street of Brands player wants to take control of the North Market district territory (Bottom center yellow and white) He plans a three on one move against North. At the same time, he wants to make a two on one move against the South Valleran district, (Top center in green). His orders will read:
Slavers Row supports the Square into North Market Street district, with support from the Brothels.
Silk Street moves to South Valleran with support from Bridgemont.
And that's it.
BUT. The street of brands player has held an IC role-play meeting scene with the Avenue of Coins player, (he might also have written them a letter of IC correspondence,) asking them to support his move to South Valleran. That player includes on his orders:
East Avenue supports Silk Street to South Valleran. (note the reference to Silk Street, the unit of the other player)
The Street of Brands player has just arranged two three on one moves while only controlling five territories.
Its the IC role-play meetings that actually make it possible to win.
All information concerning the current map and last moves made are on the web pages. All of these pages display better outside of AOL. (AOLs browser sucks badly.)
http://tinyurl.com/PortCos
http://tinyurl.com/PortCosVideo (turn 1) http://tinyurl.com/PortCosCurrentGameMap

]This is a Role Playing game in AOL Gor using a simple strategy system to support the RP in a struggle to take control of the city.
Using the Street of Brands District as the example with one order from Avenue of coins (gold color upper left)
The Street of Brands player wants to take control of the North Market district territory (Bottom center yellow and white) He plans a three on one move against North. At the same time, he wants to make a two on one move against the South Valleran district, (Top center in green). His orders will read:
Slavers Row supports the Square into North Market Street district, with support from the Brothels.
Silk Street moves to South Valleran with support from Bridgemont.
And that's it.
BUT. The street of brands player has held an IC role-play meeting scene with the Avenue of Coins player, (he might also have written them a letter of IC correspondence,) asking them to support his move to South Valleran. That player includes on his orders:
East Avenue supports Silk Street to South Valleran. (note the reference to Silk Street, the unit of the other player)
The Street of Brands player has just arranged two three on one moves while only controlling five territories.
Its the IC role-play meetings that actually make it possible to win.
All information concerning the current map and last moves made are on the web pages. All of these pages display better outside of AOL. (AOLs browser sucks badly.)
http://tinyurl.com/PortCos
http://tinyurl.com/PortCosVideo (turn 1) http://tinyurl.com/PortCosCurrentGameMap
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