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  • Opportunity (category Game Design)
    players could not normally do themselves. Opportunities are seeded into the game by our plot team. An opportunity often brings with it the ability to do something
    7 KB (1,107 words) - 08:59, 23 January 2025
  • Edifice (section Game Design)
    direct game benefit while still allowing players to make things "real" in the setting. All edifices are added to the wiki, and whether they have game benefits
    13 KB (2,285 words) - 15:36, 23 January 2025
  • fundamental game design of the Senate to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed
    10 KB (1,630 words) - 20:48, 22 November 2022
  • is to setting Tests of Mettle, Ardour and Resolve. We have created a game design page especially to provide guidance on setting a test. An earl who possesses
    2 KB (343 words) - 22:57, 26 May 2023
  • Senate design (category Game Design) (section Game Limitations)
    military game takes place primarily within the Military council - the game is designed to ensure that the senators can't directly move the military game into
    19 KB (3,389 words) - 11:22, 23 June 2016
  • Money is a frequent challenge in Dawn, especially for the noble houses. There is no glory in making money; an obsession with money is seen as tawdry, something
    6 KB (1,060 words) - 15:04, 3 August 2024
  • Rules update 2025 (category Game Design)
    review of some part of the game looking to see what we improve. This process of continuous review allows us to keep the game fresh and ensures we remain
    10 KB (1,666 words) - 18:06, 31 March 2025
  • Mandate (section OOC Design)
    most crucial elements of the game design. Opportunities, particularly Synod plot opportunities are specifically designed to present the player base with
    13 KB (2,368 words) - 16:50, 21 July 2024
  • is anything that reflects the philosophy of the tradition and improves the game for those involved. Traditions Astronomancy Blood Magic Dramaturgy Rune Magic
    5 KB (647 words) - 04:41, 20 August 2024
  • Rules update 2013 (category Game Design)
    mechanism for players to keep things more secure. We have switched the off-game rune for a ribbon due to the problems inherent in marking what is an in-character
    5 KB (909 words) - 17:45, 23 January 2015
  • Rules update 2014 (category Game Design)
    well as having their resource enchanted. This was always the design intention for the game, but there was a mistake in the way the rules were written down
    9 KB (1,658 words) - 15:09, 10 December 2016
  • Rules update 2020 (category Game Design)
    Every year we carry out a review of some part of the game looking to see what we improve. This year our focus has been on updating some parts of the rules
    5 KB (915 words) - 09:52, 28 July 2020
  • Skirmishes and battles are a crucial part of the game, however. The intention of Empire's game design is that all the different parts are interrelated
    9 KB (1,426 words) - 23:09, 21 June 2024
  • Rules update 2015 (category Game Design)
    perform it or if the target clearly fails to take the effect. The original game design deliberately set out to make warriors more powerful than wizards on the
    16 KB (2,600 words) - 12:11, 4 October 2019
  • all the plenipotentiary Winds of Fortune Talking to eternals - a chatty game design article with some advice about getting the most out of plenipotentiary
    13 KB (2,084 words) - 18:31, 11 September 2024
  • Rules update 2018 (category Game Design)
    reasons of out-of-character game design criteria - it is an out-of-character decision taken by the Empire game team to improve the game. We consulted extensively
    49 KB (8,034 words) - 21:48, 30 July 2020
  • Military Council design (category Game Design)
    difficult for anyone to formally address the council. The new design carries the Empire game design ethos through to the logical conclusion for the Military
    21 KB (3,066 words) - 11:14, 5 September 2017
  • Rules update 2022 (category Game Design)
    fifteen years ago. In that time the expectations of what a game should offer and what a game organiser could try to deliver have changed, and our rules
    33 KB (5,152 words) - 18:13, 10 April 2023
  • Crime and criminality (category Game Design) (section Design Goals)
    a considerable amount of time into the design of the legal system in Empire - along with the design of the game rules - to try and make it as effective
    15 KB (2,669 words) - 13:25, 26 April 2023
  • Rules update 2023 (category Game Design)
    suit our game style that a character can create very powerful game effects without interacting with one of the major political bodies of the game to get
    51 KB (8,702 words) - 20:24, 28 March 2024
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