Hidden 10 yrs ago Post by Chenzor
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@Cyclone@ChenzorGod willing, I'll have a post up soon.

No sweat.

Also please welcome @Willy Vereb to the show. (We're trying to pick a color for him atm)
Hidden 10 yrs ago Post by Cyclone
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Is the next turn coming soon?
Hidden 10 yrs ago Post by Willy Vereb
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I think he's waiting for my post with that.
Which is thankfully in progress now.
BTW, my faction color is this.
Hidden 10 yrs ago Post by Chenzor
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Sorry, I've been kinda late with this turn. Expect one up by tomorrow, latest.
Hidden 10 yrs ago Post by KaiserAuto
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Progress report; I'm dyingly ill.
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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Poted.
Excuse me for the rather lackluster intro. I wanted to make something much more creative including the complex intricacies which almost forced my dwarves into exile but instead I just went in medias res.
If you don't mind I set the date circa 1 year after my settlers arrived to this land.
I mean we already have capital cities and such so it's obvious your people generally had enough time to at least begin making their roots.

On a different note the military percentage of my faction is kinda unique.
All Yngvarian dwarves own their own armor and weapons and generally it's a great dishonor if a dwarf in my nation is unable to fight.
On the other hand I have nothing like an army. I have some city guards and sentries who periodically volunteer to watch over the city and my outsourcing territories.
If I want a percentage, city guard are about 10% of the entire population. Granted if it comes down to defending my home you'd soon realize things are far from that easy.
Progress report; I'm dyingly ill.
I'm deeply sorry to hear that and hope you at least slightly exaggerate with this.
I hope you're going to get well.
Hidden 10 yrs ago Post by TheWildHost
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@Willy Vereb The rp starts as your people arrive to the new nation (or in some cases begin their civilization) not with you having been there, and Cheznor decides your population...
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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@Willy Vereb The rp starts as your people arrive to the new nation (or in some cases begin their civilization) not with you having been there, and Cheznor decides your population...
I see.
Then what's the point in even a capital city if you have literally no infrastructure or anything to built?
Really, that more or less contradicts the purpose of our player apps.
Granted, starting a nation with a few hundred people is already strange.

Oh well, I can change my post to reflect this but everybody seemed to have some sorts of settlement already so I went with the same. Similarly at least a few players included their starting population right in their first post. Maybe they were less blatant about it but that's the only difference I see.
I'll erase the part about the population count and me (sometime) preparing to harvest the crops but those are the only problems I see.
Hidden 10 yrs ago Post by Chenzor
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@Willy Vereb The rp starts as your people arrive to the new nation (or in some cases begin their civilization) not with you having been there, and Cheznor decides your population...

I'd rather you let me point these things out, as this is partially false information.

@Willy Vereb
It is true that you start playing as soon as you arrive on the nation, but you don't -have- to play out building your settlement. It comes with your arrival, basicly.
Since you're new to the party and everyone's population has grown, you will receive minor bonuses such as higher starting population and some tech already being available to you, but I cannot accept you having been here for a year already. You've just arrived, and you've just finished building a settlement. That's it.
I hope that doesn't cause any trouble for you or douses your interest in this roleplay.

In other news, I'm posting atm!
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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<Snipped quote by TheWildHost>
I'd rather you let me point these things out, as this is partially false information.

@Willy Vereb
It is true that you start playing as soon as you arrive on the nation, but you don't -have- to play out building your settlement. It comes with your arrival, basicly.
Since you're new to the party and everyone's population has grown, you will receive minor bonuses such as higher starting population and some tech already being available to you, but I cannot accept you having been here for a year already. You've just arrived, and you've just finished building a settlement. That's it.
I hope that doesn't cause any trouble for you or douses your interest in this roleplay.

In other news, I'm posting atm!
Actually I am only at the continent for a few months at best.
Otherwise there would be far more developments.
1 year ago was the time when my dwarves decided to go on their journey and it took them yet unspecified amount of months to get there.
For reference it took well 3 months for Columbus to reach America and that's just my sea journey.
More or less I only used 1 year for estethical purposes. Yngviera 0 looks like an eyesore.

I only gave my nation a reasonable time to create their city, or at least its early form.
Hidden 10 yrs ago Post by Chenzor
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Aye, that works. You've arrived and you have a hobble where your dwarves live while you attempt to carve out the mountains to create a city.

For further reference, the first dwarven player, @kaiserauto, is still constructing his city. It's taking 7 turns in total. So I'm not gonna let you start off with the city already built I'm afraid, but you can jump in with having started construction already.
Hidden 10 yrs ago Post by Chenzor
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Turn 9 has arrived!

And I might've forgotten shit again. Sorry in advance.
Hidden 10 yrs ago Post by Cyclone
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@Chenzor

I kind of feel like I'm being annoying, but I still need to know how this went:

-Prospectors and miners went towards the nearby mountain in search of metal ores. They plan on bringing back as much as they can carry, but are also looking for a good spot for a more permanent mine.
-More scouts (and with them some lumberjacks) were sent out to follow the coastline to the south and the one to the north and west. The scouts are looking for larger forests near the coast or rivers, so that the logs can be tied into rafts and floated back to Njor.


Mainly because I need a lot of lumber and iron to make boats and find Voltus.
Hidden 10 yrs ago Post by KaiserAuto
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@Chenzor

Dwarven cities are amongst the most demanding things you could make, and I think that is fact for all of us.
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Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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@ChenzorUm, what? How's it difficult to carry out any of these actions?
Seriously, this smells like a deliberate artifice just to prevent people to work on more things at once.
Fishing? 20 people at best.
Farmwork? 5-20 people
Hunting and gathering? Variable on demand
Scouting? 5-15 people
Developing new springs? 5 people at best
City guard? 15-25 people
The total count won't even approach 100. I have more than 150 able bodied adults to do anything else.
Mining, processing metals, building my city and generally anything else.

I thought this is a roleplaying game based on narrative. This sounds like deliberate gameplay limitations to me.
Oh well, my nation technically just made its roots. So it having null actions for now can make sense.
But next time I'll be listing a similar or even longer list of actions. 300 people may be overall small but nowhere small enough to treat them like they were just a single character. Multi-tasking is a matter of course.
Hidden 10 yrs ago 10 yrs ago Post by KaiserAuto
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@ChenzorUm, what? How's it difficult to carry out any of these orders?
Seriously, this smells like a deliberate artifice just to prevent people to work on more things at once.
Fishing? 20 people at best.
Farmwork? 5-20 people
Hunting and gathering? Variable on demand
Scouting? 5-15 people
Developing new springs? 5 people at best
City guard? 15-25 people
The total count won't even approach 100. I have more than 150 able bodied adults to do anything else.
Mining, processing metals, building my city and generally anything else.

I thought this is a roleplaying game based on narrative. This sounds like deliberate gameplay limitations to me.
Oh well, my nation technically just made its roots.
But next time I'll be listing a similar or even longer list of actions. 300 people may be overall small but nowhere small enough to treat them like they were just a single character. Multi-tasking is a matter of course.


Thanks man, trying to get better but it's not working out all too well.

To note, my population was 100% soldiers, but only 70% were military trained~
It's different now, though, as times pass.

The game also plays like the Civilization series, we are all aware of how the mechanics work and honestly this is one hell of a fun roleplay- so asking to remove this is kind of selfish in my opinion.
Hidden 10 yrs ago 10 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>

To note, my population was 100% soldiers, but only 70% were military trained~
It's different now, though, as times pass.
Yeah, my nation eventually building a city in less tunrs than you can make sense.
My people are part of a well-planned journey to colonize a new world instead of being just plain refugees.
That and as you'll later find out my nation specializes in crafting. They have a pretty good technological aptitude.

The game also plays like the Civilization series, we are all aware of how the mechanics work and honestly this is one hell of a fun roleplay- so asking to remove this is kind of selfish in my opinion.
I feel that forcing the RP to play out like a videogame is even more selfish.
This is an actual fluid story which shouldn't be inhibited by gameplay limitations.
That and unlike Civilization, the "turns" don't last for a few minutes but days.
Add up the fact that most roleplays go cold after a few or several months and you have an issue.
Seriously, forcing the mechanics of a whole different kind of game is the worst thing you can ever do.

You won't play Call of Duty according to Dungeons&Dragons rulebooks. You can try but that no longer will be an FPS.
Hidden 10 yrs ago Post by KaiserAuto
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<Snipped quote by KaiserAuto>Yeah, my nation building a city faster than you can make sense.
My people are part of a well-planned journey to colonize a new world instead of being just plain refugees.
That and as you'll later find out my nation specializes in crafting. They have a pretty good technological aptitude.


I read that in your CS, my people are, as you'd recall, the remnants of one of the greatest military forces on Varran. Due to this they have with them runic titan armor and heavy weaponry, granted it's beaten up and needs repairing, but that's why I'm building the city with my dwarven tools.
Hidden 10 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>

I read that in your CS, my people are, as you'd recall, the remnants of one of the greatest military forces on Varran. Due to this they have with them runic titan armor and heavy weaponry, granted it's beaten up and needs repairing, but that's why I'm building the city with my dwarven tools.
My dwarves culture says that every adult should possess armor and arms which preferably they created themselves. On the other hand they aren't great warriors or anything similar. All people know how to fight but they aren't practicing it often.
My chief benefits are craftsmanship and mechanical aptitude.
My dwarves are also nearly incapable of using magic. There might be a few eldes who know the secret of runes but I'd need to rediscover the art altogether.Even then, aside from a rare few rune-enhanced weapons you won't see my nation relying on magic ever.

Hidden 10 yrs ago Post by KaiserAuto
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<Snipped quote by KaiserAuto>My dwarves culture says that every adult should possess armor and arms which preferably they created themselves. On the other hand they aren't great warriors or anything similar. All people know how to fight but they aren't practicing it often.
My chief benefits are craftsmanship and mechanical aptitude.
My dwarves are also nearly incapable of using magic. There might be a few eldes who know the secret of runes but I'd need to rediscover the art altogether.Even then, aside from a rare few rune-enhanced weapons you won't see my nation relying on magic ever.


Runic Titan armor is probably quite self explanatory.

The arts of rune smithing is engraved in the first generation of Ironborne Legioneers, but it isn't being practiced- it is just stored into the heirlooms of times long since passed.

I also mentioned that my dwarves arm themselves with their families own weapons and shields. There's also a couple more things- but that all existed in the times where they weren't exiles.
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