Players build a new version of the world in the Chronicles Series, starting with the first game: Chronicles 1: Origins. First, players take the role of leaders of a small and emerging tribe in the early Stone Age, collaborating to avoid threats, exploit opportunities, and build the tribe to a position of growth and stability. Then, once a variety of tribes have been created, players take leadership of a city-state that evolved from an original tribe and contest the region with their opponents who are the leaders of city-states of their own. Using Legacy mechanisms, the world evolves as the city-states use exploration, conquest, culture, and religion to out-compete their opponents and try to establish the most enduring enterprise. Not every tribe created in this game will survive to the next...
Each game in the Chronicles Series uses Rob Daviau's Legacy System within the game itself, but will use the new Echo System to allow the world you create in Chronicles 1: Origins to be continued in the second game of the Chronicles Series due out in 2017.
- Ambitious project to simulate the development of Western civilization
- Focus on storytelling and emergent personalities of cultures
- Decisions have long-term consequences across multiple games
- Requires significant commitment due to multiple play sessions per game and multiple games in the series.
- Messing up the first game can negatively impact the entire series.
- Developing western civilization through tribal and kingdom structures.
- Stone Age, transitioning through Bronze Age and into Iron Age
- Series of campaign games where player decisions shape the personality of tribes, cultures, and kingdoms over time.
Mechanics (from transcript analysis)
- Campaign — A series of interconnected games played multiple times, with outcomes carrying over.
- civilization building — Players guide the development of tribes and kingdoms through different historical ages.
- legacy-like elements — Decisions made in earlier games directly influence later games in the series, but it's not a traditional legacy game where components are permanently altered.
Video topics + discussion points
Quotes (from this video)
- It's Indiana Jones in the age of sail.
- The players going crazy - that's a nice little spin on it.
- I want to be a designer, I want someone else to figure this all out.
- The United States spent less time in World War Two than I spent on Sea Fall.
References (from this video)
- cool storytelling aspect
- ambitious legacy concept
- beta feel, clunky mechanics, not done yet
- village development and legacy progression
- pre-history hunter-gatherer tribes
- semi-cooperative with storytelling elements
- La Granja
Mechanics (from transcript analysis)
- legacy/box-to-box progression — play multiple times in a box that evolves into new boxes; future boxes impact earlier play
- semi-cooperative village building — collective goals with individual victory conditions; possible collective loss
- storybook/storytelling prompts — story elements read from a book based on actions
- Storytelling — story elements read from a book based on actions
Video topics + discussion points
Quotes (from this video)
- "through the ages a new story of civilization"
- "this is my favorite game with a big exclamation point"
- "an exceptional new version they've streamlined through tons of data usage"