DariusSolluman/DetailedManseDesign

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Some thoughts I had about Manse and Demense design, as well as a direction to start devolping Charms in.

The trouble I have with Manse design, at present, is it's both too detailed and too abstract. That is, some of the levels of detail aren't conduscive to helping make a fun game, while others that would be fun are simply missing.

Thus, you get to deal with my meandering thinking. Or click the back button.


Manse design begins with a Demense. Demenses are locations where two or more Elemental Ley lines cross, or where Celestial energy naturally bubbles forth.

(The following is out of order, as I need to put one of these thoughts first to break a circular loop in my head, and may be re-ordered)

Demenses have Essence Pools, calculated as Demense Rating x4 (or some other number, to be decided later).

Demenses consist of 'Rooms'. A Room is any contigious area in which one or more Essence-driven effects are at work. Typically, the whole of a Demense is one Room, which consists of universal effects that cover everyone inside. Other, small parts of the Demense are also Rooms with more localized effects.

Each Room committs a certain amount of the Demense's Essence. Demenses naturally have all their Essence committed. If something disrupts one of the Rooms, the free Essence will find a new outlet (typically by either re... never mind, this is turning into Demense construction instead of Manse Construction).


How does this relate to Manse Construction?

Manses also have these Rooms. These rooms also consume Essence. I feel like I'm rambling. Goddamnit.

Where I was trying to go with this was to have Charms that would enable to certain construction of different Rooms, to speed the construction of those rooms, and to use the Rooms subsystem as a means of more clearly laying out the Essence use of a Manse. But it's breaking down in my head. Blarh. DS