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6 yrs ago
The most common color for highlighters is yellow because it doesn’t leave a shadow on the page when photocopied
4 likes
9 yrs ago
40000 Americans are injured by toilets each year
5 likes
9 yrs ago
A strawberry is not an actual berry, but a banana is.
4 likes
9 yrs ago
No one knows who invented the fire hydrant because its patent was burned in a fire
6 likes
9 yrs ago
Sea otters hold hands while sleeping so they don’t drift away from each other
3 likes

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Most Recent Posts

@gcold Any thoughts/ideas/suggestions about Leif and company? Shall I presume that they are still in the tunnels/dungeon, and that Sevine hasn't seen him yet?


Underground, I'll resume their progress on EPad tomorrow.

Update: @Hyperdrive is no longer with us. Trius will be stored as NPC.
Mafia/Werewolf.

Not so much afraid because the concept is taboo or anything, it is more the system's sustainability. Obviously, this is a party-game derived RP, done on dedicated forums with strict guidelines. Now, we all know the typical rate of player attrition. I mean, I don't really blame anyone for dropping out, since I myself have gone back on my pledges at times. People leaving RPs is a certainty, and most seasoned GMs design games knowing they'll have to deal with a diminishing player pool. However, Mafia requires tight participation from each participant, which means a free-form forum like our guild have a hard time finding the right guys. Think about it, how many games have seven or more players sticking it out from the beginning to the end? With Mafia, one person disappearing for a week is sufficient to disrupt the whole setup.

Of course, I am writing with the intention of attracting genuine interest in Mafia. My motivation is to build a game focused on balance, entertainment and lighthearted competition. RPs outside of the tabletop section focus on plots, while their tabletop counterparts put the emphasis on intricate number crunching. I think Mafia is mechanic sided, not so much mathematical mechanics but social and psychological. This is something we lack on the guild.
Crap, misunderstanding on my part. I thought there was a new HQ where the wounded were moved to, a la our last collab with Solveig and Do'Karth. I can edit if this is not the case!


Don't worry about it. The place where the wounded are clustered is basically an improvised base, not a formal setup. Your post is fine, just keep it in mind for the future.
I posted, ain't much, but I didn't want to assume too much with this whole crowd thing.


Well, you beat Schaft to it.

Edit: Just a heads up, the company's warehouse is outside on the docks. It's fine if Karth and Solveig found another one inside the city.
Sun's Height 5 morning, we were at the night of Sun's Height 4.



The morning of Sun's Height 5 couldn't be any gloomier. Enduring through a sleepless night brought on by Kamal bombardment, the people of Windhelm should at least see sunlight to brighten their morning. Alas, none came. The White River spew out dense fog, blanketing the city in mist as snow demons continued pounding. Above everything, layers upon layers of cloud hung ominously low. These were dark storm clouds, though not all have arrived above Windhelm, they were definitely on that trajectory.

Walking outside would make one shiver, from the damp water vapors seeping through clothing. As such, leaving the wounded out in open air certainly does not constitute for wise. Neither was leaving out the deceased. There were hundreds of corpses still waiting to be taken care of. In no way, shape or form could the Hall of the Dead accommodate so many, so quickly. A few dead bodies have been burned in small pyres, but with the city streets crowded, smoke and flames spreading is the greater concern. For the time being, most of the dead were stacked near the gates, hidden under dirty tarps and watched over by guards.

Normally, morning meant fresh supplies brought in through the front gates, and then traded in the marketplace. No such relieve came today. Even though most households owned sufficient reserves to last days, if not weeks, the panicking idea of isolation from the outside world was unsettling. Business came to a grinding halt, nobody in their right mind would dare setting up shop while projectiles landed left and right. A select few shops remained open against the odds, all under the security of sturdy roofs. The Candlehearth Hall was one of such. Patrons drank harder than ever, so hard that the owners established a limit to how much each person could drink. Beside them, a portion of the main floor, along with most of the basement were cordoned off to facilitate medical demands.

Now, just because the average citizen practiced duck and cover, it doesn't mean the next person hid as well. Routine parties frequented the ramparts, braving all sorts of projectiles sent their way. Most of these parties positioned themselves over the front gate (or western sections), overlooking the bridge while staying away from Kamal ships. Ice missiles still bombarded the walls, albeit at a slower rate now then before. Looking through a spy glass would allow the observer to see Kamals offloading materials from their vessels. Like Tamrielic armies, the snow demons brought in crates and barrels as well. However, some swore they glimpsed strange matters as a few ships came and went. There was supposedly a polar bear-like creature, except that it had eight legs, whiskers and a suction cup type mouth. Others spotted vehicles similar to chariots, which instead of using horses and wheels, were carried on the backs of ice wraiths. Lastly, Tamrielic figures could be observed marching under Kamal orders. These were likely prisoners, uncertain whether they would executed or something worse. However, rumors quickly spread about collaborators working in conjunction with the enemy. Such thoughts borderline the unthinkable; did the snow demons truly have inside help?

Worrisome as the Kamals are, many in the city had more pressing matters. For one, finding sheltering in order to get some shut-eye might be a shrewd choice for many. Since the Kamals first struck in the morning, capable bodies stayed alert for an entire day. As objects would occasionally tumble from high-up, good sleeping quarters became more valuable as ever. The Palace of the Kings restricted access to guards and officials, even so, rocks piercing through its roof proved it was not completely safe. Relmyna and Anika were escorted away to barracks adjacent to the Palace, where they could be visited behind bars should one speak to the guards there. With their former leader relieved from command, the Dawnguards made themselves scarce, probably shut behind their rooms in Candlehearth. Adelaisa Vendicci rounded up rest of her employees in the old Aretino residence (purchased by EEC last year); they have many casualties to contend with. White River Braves played the good samaritans, aiding those in dire need. At last, the Argonians were the most restless.

After their elder's rousing speech, many lizard-folks charged themselves up in vigor. Throughout the night, an Argonian mob would grow in number as it marched through the Gray Quarter. Some Nords, and even Dunmers, shouted obscenities and threw objects at the them, but that would only stir up the mob's anger. When morning finally came, this mass of lizards drew ever closer to the Stone Quarter, where guards kept well-off Nord holdings separate from carnage of war. However, confrontation broke out as soon as the crowd met guards. Nearly a hundred Argonians demanded they be let out somehow. To which the guard responded with the obvious: it is unsafe to venture outside. Then a few eager Argonians shove their way through, knocking down guards and Nordic citizens while causing brawls to break out. A Dunmer further escalated the debacle when he lobbed a bottle full of alchemical mixtures into the crowds, prompting weapons to be drawn and morphing fisticuffs into a full-on battle.

Not far from the scene was Ashav and his lieutenants. The company leader just assigned Edith to check up on Relmyna, and Dumhuvud to the rest of the company, as one guardsman came requesting assistance. Apparently, Argonians are ready to prove their undying loyalty to the Hist by shedding Nord and Dunmer blood. The mercenaries would be needed to keep the mob down, deescalate hostilities and catch the Dunmer agitator who hurled the potion.
Edit: Well, my new computer is here. Pretty cool.


What's the specs?

Edit: IC post up. @MacabreFox, Sevine might be concerned for her horse, since the stables are now under Kamal control.
<Snipped quote by Leidenschaft>

She can feel smug about the fact that he's scared of her, at least.


Sagax is so easily frightened.
Violence > violin.
Welcome. Some tips for the new guys.

1. Don't pledge yourself unless you have finished reading everything the GM laid out, and is absolutely cool with all that.

2. When you do commit yourself to a game, please make communication a priority. Dropping out is fine, just notify your fellow players before doing so.

Pretty much everyone posting in the introduction section disapear after two weeks, often leaving a dozen of so "interests". Patience pays off when seeing RPs to their finales, where roleplayers find their greatest (and the rarest) rewards for their efforts.

In other words, there's been a lot of registering and not a lot of roleplaying with fresh accounts. I do hope you are one the few sincerely registering to roleplay.
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