Hidden 4 yrs ago Post by Dark Cloud
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Freed Slaves is my least favorite scenario.
Hidden 4 yrs ago Post by Dark Cloud
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Feels like it gives too much, we should start with what we can scrape from the bottom of the barrel.
Hidden 4 yrs ago Post by ClocktowerEchos
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Feels like it gives too much, we should start with what we can scrape from the bottom of the barrel.


I updated the scenarios into the following:

Starting Scenarios:

Colonial Expansion - A "vanilla" scenario where you are sponsored by a larger, established goblin power to create a settlement and who will send regular caravans and supply missions to support you. You will be given mandates from the Goblin Overboss and may have NPC Big Bosses who will visit your fort with their own demands.

Desperate Refugees - The surviving members of a fallen tribe. They start with less resources and will not get any support from an external goblin authority likely due to it having been destroyed. However you will get more NPC migrants who hear of your new outpost and seek refuge in it.

Freed Slaves - Suddenly freed after the "unexpected" death of their captors and subsequent escape, these Goblins will be regularly hunted by bounty hunters and slave catchers. However, a non-goblin civilization has recognized your plight and will step in to help when possible.


I'd argue that Refugees and Slaves have similar restriction on starting material and have similar difficulties. Different barrel, same start at the bottom. Now basically its "do you want to have more goblins" or "do you want a constant threat over your head but with outsider help sometimes".
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Hidden 4 yrs ago Post by Dog
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What's happening?
Hidden 4 yrs ago Post by Dark Cloud
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@ClocktowerEchos I'd prefer more goblins, I just feel like I won't have fun constantly worrying about bounty hunters. It just seems kinda irksome but I'm not going to up and quit if we do go for Freed Slaves as that would be petty af. Just that I made my gang with Refugees in mind and thematically it would make no sense if my gang were slaves.
Hidden 4 yrs ago 4 yrs ago Post by SilverPaw
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Awesome! Got an character idea?


I still need to decide on what I prefer. Trading, perhaps, though probably not with a focus on that from the get go due to a lack of resources. Construction, so as to eventually make a maze city? Nothing concrete yet atm, will decide when I get to writing.

Edit: I do agree it depends on the scenario, to an extent
Hidden 4 yrs ago Post by Dark Cloud
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@Dog Your the deciding vote.
Hidden 4 yrs ago Post by Dog
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I meant, give me context.
Hidden 4 yrs ago Post by ClocktowerEchos
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I meant, give me context.


There's three starting scenarios:



Right now there's two votes for "Desperate Refugees" and two votes for "Freed Slaves". I didn't know if you casted your vote for either starting scenario but you have the fifth vote.
Hidden 4 yrs ago Post by Dog
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Is this for all of us for the start?
Hidden 4 yrs ago Post by ClocktowerEchos
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@ClocktowerEchos I'd prefer more goblins, I just feel like I won't have fun constantly worrying about bounty hunters. It just seems kinda irksome but I'm not going to up and quit if we do go for Freed Slaves as that would be petty af. Just that I made my gang with Refugees in mind and thematically it would make no sense if my gang were slaves.


Going off of this, they wouldn't have to be slaves for a long time, maybe they just got captured and never really "fell in line" because of how little time they actually were in chains. The wolves could be something you literally found in the wild, maybe even playing a hand in the "accidental" death of the captors.
Hidden 4 yrs ago Post by ClocktowerEchos
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Is this for all of us for the start?


Yes, this is the starting scenario for Shipslaughtered.
Hidden 4 yrs ago 4 yrs ago Post by Dark Cloud
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@Dog We are evenly tied between Freed Slaves and Refugees.
EDIT: nvm
Hidden 4 yrs ago Post by Dog
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Desperate Refugees.

It will be my purpose to cause a major world event called the 'Goblintide'
Hidden 4 yrs ago Post by Dark Cloud
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@ClocktowerEchos Yeah I guess that could work, still don't like it but that works.
EDIT: Oh thank god.
Hidden 4 yrs ago Post by ClocktowerEchos
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Well I guess that settle's it, we're all desperate refugees who fled something big and terrible. Also because I'm afraid it got burried under this sudden 1am burst of activity, look back one page at the skills thing and give me some feedback on it pls n thank u <3
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Hidden 4 yrs ago Post by Dog
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Well I guess that settle's it, we're all desperate refugees who fled something big and terrible. Also because I'm afraid it got burried under this sudden 1am burst of activity, look back one page at the skills thing and give me some feedback on it pls n thank u <3


Brain too fried right now to think.
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Hidden 4 yrs ago Post by Dog
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What's the tech level for the "civilized" nations? (humans, dwarves, etc)
Hidden 4 yrs ago Post by Dark Cloud
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@ClocktowerEchos I think the skills are useful and provide a more linear guide to skill selection. However I believe allowing some unique skills are also good.
Hidden 4 yrs ago Post by ClocktowerEchos
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What's the tech level for the "civilized" nations? (humans, dwarves, etc)


I am thinking of keeping it sort of standard medieval fantasy stuff, pre-gunpowder everywhere. Gunpowder is restricted to the dwarves who jealously guard the thing like crack, debating between either typical Norse dwarves or something different like Incan dwarves, might find a way of adding both. Elves don't have any conniptions of cutting down trees unlike in DF and have a fantasy Hellenic vibe to them with appearance and considering just about everyone else as "barbarians". Goblins and Kobolds are scrapper scavengers but gobbos have managed to recreate most technolgical wonders (to varying levels of success). Orcs are like a mix of Warhammer and Warcraft but much more hygenic.
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