Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: GameBoyBlue on April 04, 2015, 02:23:13 am

Title: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 04, 2015, 02:23:13 am
(http://www.digitalartscalifornia.com/wordpress/wp-content/themes/studiobox/timthumb.php?src=http://www.digitalartscalifornia.com/wordpress/wp-content/uploads/2011/10/simply2011.rocha_.5-Forest-Kingdom.jpg&h=400&w=940&q=92&zc=3)

Alpha 1.0.00.01 "Merchants & Mercenaries 2 Complete"
Spoiler: [|xxx[|=====> ABOUT (click to show/hide)
Spoiler: SIGN UPS<-------<<< (click to show/hide)

There are two phases, day and night, each is 24 hours, a whole day is 48 hours.

After 24 hours of night have passed, Squeegy will open the gate, signifying a new day.
After 24 hours of day have passed, Pencil_Art will close the gate, signifying a new night.
They will also give a report of any inccidents, events, or recent or ongoing happenings. Find the most recent report to choose your action for the current phase.

During the day,
A) Go adventuring. Post the coordinates of the tile you'd like to check out. The earlier you go in the day, the more loot you can carry back. (TRAVELING & CRAFTING)
B) Visit the bazaar. Spend your earning within the kingdom. No shopping if you left to go adventuring.
C) If you have and tonight will be using the PROTECTOR ability, or will be hiring the services of an NPC with it, PM these details to PENCIL_ART (http://www.bay12forums.com/smf/index.php?action=profile;u=108828), so it is clear whom will give and receive protection. These will only be valid if received in the day phase, and will apply to protection that night.

During the night,
A) You could choose where to go adventuring tomorrow. You will get the benefit of leaving as soon as the gate is open.
B) The pub is open. Come, stay awhile. You can buy drinks with various effects.
♩ ♪ ♫ ♬ Bard Contest ♩ ♪ ♫ ♬
Post a sentence about your life in the kingdom(or adventures outside of it)
Draw yourself or someone else's character.
Tell a poem.
Otherwise entertain the patrons. Prizes for 1st, 2nd, and 3rd place handed out by the Pub Owner, along with possible bonus prizes. Donate items to this contest for free drinks and the Prosperity God's blessing. Occassionally the Pub Owner will announce a special theme for the contest, usually accompanied by larger prizes.
C) At night, you can perform secret actions. You will need the Thief Guild's help, even if you are not a member if you want your acts to remain secret: you need their persission to store your loot, and to use thier smoke bombs or poison. If you hold onto the loot or use your own consumables, then the guards can trace your actions back to you, it's up to you. PM your secret action(currently only thief abilities or poisoning is available) to PERADON (http://www.bay12forums.com/smf/index.php?action=profile;u=110328) before 12AM GMT! Make sure you are on good terms and confirm you are permitted to use their consumables, which you will want to pay for with favors. The Thieves Guild or the talisman bearer whom observed your secret action is in no way obligated to keep what you did a secret, unless you buy the secret on the shadow market(GOODS & SERVICES).
next:
-Support Levels/Benefits
-Camping/Inns(& Ranger Class)

later:
-Events(Tournaments, Fairs)
-More Roles(Ranger, Wizard, Warrior)
-New(& Returning) Talismans

new:
-secret actions, new forms of guild revenue, member salary. (LAWS & RESPONSIBILITIES)
-Post quests, trade offers, and do banking with money and items. (GOODS & SERVICES)
Title: Re: Testers Needed. Kingdom Sim
Post by: Andres on April 04, 2015, 04:21:04 am
So it'll play like mafia only in that there'll be day actions and night actions, right?
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 04, 2015, 06:11:36 am
Yes, that and the roles, except unlike vanilla mafia you can enhance your abilities. I would also like to focus on more things than just combat if there is interest. This may include merchantry, cartography(exploration), and there will be things inside and outside the kingdom.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 04, 2015, 03:39:35 pm
Spoiler: 0xxx[|Strategy Guide> (click to show/hide)
#####################################################################################
Title: Re: Testers Needed. Kingdom Sim
Post by: Grek on April 04, 2015, 03:40:54 pm
Sure, why not. Count me in.
Title: Re: Testers Needed. Kingdom Sim
Post by: Pencil_Art on April 04, 2015, 03:53:15 pm
I'll try it.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 04, 2015, 04:16:15 pm
You are signing up to be testers, which means anything we do is temporary, there may be several restarts, or just focusing on on single aspects of the game. That said feel free to say if there is something that interests you or you think would be enjoyable to have in the game. I will begin creating and [allowing you to assign yourself] tasks shortly.
Title: Re: Testers Needed. Kingdom Sim
Post by: Aslandus on April 04, 2015, 04:34:49 pm
Sure, I'll hop in
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 04, 2015, 10:08:38 pm
New tasks available.
Title: Re: Testers Needed. Kingdom Sim
Post by: Grek on April 05, 2015, 12:20:59 am
Dibs on king!
Title: Re: Testers Needed. Kingdom Sim
Post by: Pencil_Art on April 05, 2015, 01:18:29 am
I'll take guard.
Title: Re: Testers Needed. Kingdom Sim
Post by: Peradon on April 05, 2015, 02:19:47 am
Sure, I'll play and be a thief.
Title: Re: Testers Needed. Kingdom Sim
Post by: Aslandus on April 05, 2015, 08:16:26 am
I'll be merchant then, but if this is like mafia shouldn't the roles be randomly assigned and secret?
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 05, 2015, 01:32:16 pm
I'll be merchant then, but if this is like mafia shouldn't the roles be randomly assigned and secret?

Some may be secret, especially thief. This is a test game, so make sure you understand what you are signing up for. You are not joining a finished product, rather something that may jump around from different experiments to see what works best.
Title: Re: Testers Needed. Kingdom Sim
Post by: Kashyyk on April 05, 2015, 02:30:18 pm
I will join! I don't mind being allocated to whatever you need.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 05, 2015, 03:17:58 pm
I guess we better set things in motion. Time to add a day/night cycle. I need guards to trumpet the opening and closing of the castle wall at day and night respectively, they will also announce public actions. I need thieves to be in charge of keeping track of secret actions. These persons will report to me and I will handle the random elements when applicable. (This will be practice for being Guard or Thief Guildmasters or assistants)

Day will begin 1PM PST(the time of this post minus 18 minutes), and Night 1AM PST. Those willing should pick the time that they can take 20 minutes to a half hour to prepare at this time of day for this post. (You can pick one of these two times, you can pick both times).
Title: Re: Testers Needed. Kingdom Sim
Post by: Playergamer on April 05, 2015, 03:19:11 pm
Are you taking anyone else?
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 05, 2015, 03:19:31 pm
Are you taking anyone else?

Constantly.
Title: Re: Testers Needed. Kingdom Sim
Post by: Playergamer on April 05, 2015, 03:20:39 pm
Well then, I'll be a guard.
Title: Re: Testers Needed. Kingdom Sim
Post by: Peradon on April 05, 2015, 08:25:45 pm
Ok, so, I'll just say I can be up for a Thief guildmaster. Though the description of what needs to be done is slightly confusing.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 12:53:21 am
Ok, so, I'll just say I can be up for a Thief guildmaster. Though the description of what needs to be done is slightly confusing.

OK, so take a look I have posted the TheifMaster responsibilities. See if you can and woud like to take on both parts, or would like to appoint an assistant for one of them.

We now need a GuardMaster to get the ball rolling, and the same advice applies.
Title: Re: Testers Needed. Kingdom Sim
Post by: Peradon on April 06, 2015, 01:02:57 am
Ok, I basically relay what happened during the night, and what was stolen during the day to the Guardmaster, correct?

But if I do this, the GM(Guardmaster) will know who I am and I will get lynched right off the bat, correct?

Also, I think we should get a couple examples of what should be happening, this is just a little confusing.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 01:57:37 am
All GuildMasters have protection, and are whom subjects of the kingdom will go to to change class. You will oversee all thieves. A thieves guild is a kind of necessary evil, you as the leader are in an alliance with the King and other guildmasters, even though your interests my conflict at times. In the end it gives the king and good forces of the kingdom, more influence over something that would exist in one form or another anyway, and in exchange you cannot be harmed and have some authority. Theives will be the easiest class for the king to motivate with money, as their progression is the most expensive.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 02:06:09 am
I am currently debating how money should be handled:

A: A 'wiki' aka list that people "hurt/heal" as they buy and sell. Visible to all of course.
+easy to maintain even with a lot of players
-more cooks in the kitchen may = more errors
-no privacy

B: The ThiefMaster keeps track of money on hand, passing it off to the TavernMaster and MerchantMaster. Ther MerchantMaster keeps track of stored money.
-lots of passing
+privacy, except from the ThiefMaster and MerchantMaster which makes sense.

I am currently leaning towards B, because it sounds more fun to me, to have the TM know how much money all players have in their pockets, and the MM know how much they all have stored, a interesting advantage fitting their role, and we can always fall back on A later.

On second thought, if pocket money can't be shown, players cannot trade. Wiki it is. This will make a few guild masters' jobs easier. Stored money will still be private and recorded by the MM. You can deposit money into anyone's account. I may introduce a way to steal from it, much more difficult or risky to do.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 06:15:35 am
<-- COPY

King Grek $300

ThiefMaster Peradon $200

Aslandus $100

Pencil_Art $100

Playergamer $100

Kashyyk $100

COPY --->
Title: Re: Testers Needed. Kingdom Sim
Post by: Parsely on April 06, 2015, 07:09:04 am
You might want to move this to the Mafia board.
Title: Re: Testers Needed. Kingdom Sim
Post by: Aslandus on April 06, 2015, 10:00:57 am
I guess we better set things in motion. Time to add a day/night cycle. I need guards to trumpet the opening and closing of the castle wall at day and night respectively, they will also announce public actions. I need thieves to be in charge of keeping track of secret actions. These persons will report to me and I will handle the random elements when applicable. (This will be practice for being Guard or Thief Guildmasters or assistants)

Day will begin 1PM PST(the time of this post minus 18 minutes), and Night 1AM PST. Those willing should pick the time that they can take 20 minutes to a half hour to prepare at this time of day for this post. (You can pick one of these two times, you can pick both times).
Sorry, I'm not sure if I'll actually be able to play this game if there's a time-sensitive thing going on, I mean this is the first time I've looked at the thread since my last post, and I certainly can't come in at 4 in the morning to buy drinks. If it were, say, one day per stage then I could probably keep up but the way you describe it it sounds a bit unfeasible

I am currently debating how money should be handled:

A: A 'wiki' aka list that people "hurt/heal" as they buy and sell. Visible to all of course.
+easy to maintain even with a lot of players
-more cooks in the kitchen may = more errors
-no privacy

B: The ThiefMaster keeps track of money on hand, passing it off to the TavernMaster and MerchantMaster. Ther MerchantMaster keeps track of stored money.
-lots of passing
+privacy, except from the ThiefMaster and MerchantMaster which makes sense.

I am currently leaning towards B, because it sounds more fun to me, to have the TM know how much money all players have in their pockets, and the MM know how much they all have stored, a interesting advantage fitting their role, and we can always fall back on A later.

On second thought, if pocket money can't be shown, players cannot trade. Wiki it is. This will make a few guild masters' jobs easier. Stored money will still be private and recorded by the MM. You can deposit money into anyone's account. I may introduce a way to steal from it, much more difficult or risky to do.
If you want to go with B, maybe we could have some kind of counterfeiting system, so players could fake having more money than they do and negotiate with the thiefmaster/merchantmaster to cover their tracks
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 02:07:03 pm
You might want to move this to the Mafia board.

Currently going to pass, thank you. It was an effort to find similarities, and while a few were found, it is going to get further rather than closer and the objective is entirely different.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 02:16:08 pm
Sorry, I'm not sure if I'll actually be able to play this game if there's a time-sensitive thing going on, I mean this is the first time I've looked at the thread since my last post, and I certainly can't come in at 4 in the morning to buy drinks. If it were, say, one day per stage then I could probably keep up but the way you describe it it sounds a bit unfeasible
Like in a real kingdom, there will be subjects active at different times in the day. Also if anything I would make days shorter not longer, so that more time can pass and the King's objectives and over-arching storyline can unfold in a timely fashion. Currently I like 1:1 because then players will be less likely to disappear for an ingame day when they sleep. If this game is successful, I may host again and flip the time table so those who enjoyed the night life can participate more easily in the daytime happenings, and vice-versa.

Quote
If you want to go with B, maybe we could have some kind of counterfeiting system, so players could fake having more money than they do and negotiate with the thiefmaster/merchantmaster to cover their tracks

Sounds interesting, if while we play you think of some way for that to happen don't hesitate to share.
Title: Re: Testers Needed. Kingdom Sim
Post by: Grek on April 06, 2015, 05:57:38 pm
I'm a little bit confused. What are my duties as King, again? Besides having the power to execute/imprison people, which I don't see any reason to exercise right now.
Title: Re: Testers Needed. Kingdom Sim
Post by: Aslandus on April 06, 2015, 07:27:30 pm
Well I assume you would also set a tax that everyone else would have to pay every couple of turns, and maybe make arbitrary rules that either make the game harder or more organized, things like "If you are caught stealing, we'll chop your hands off" or "Nobody is allowed to wear purple but nobles". That in addition to setting salaries for people that work for you, in this case the guards.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 06, 2015, 07:39:18 pm
I'm a little bit confused. What are my duties as King, again? Besides having the power to execute/imprison people, which I don't see any reason to exercise right now.
Well I assume you would also set a tax that everyone else would have to pay every couple of turns, and maybe make arbitrary rules that either make the game harder or more organized, things like "If you are caught stealing, we'll chop your hands off" or "Nobody is allowed to wear purple but nobles". That in addition to setting salaries for people that work for you, in this case the guards.

In a sense, the King is the protagonist. When you win the game will end. I'm sorry if that seems unclear, that story cannot yet be told, as we are still binding the blank pages of the book.

If people would like to switch to the roles that are most needed now, they can keep 'dibs' on their preferred ones when the time is right to incorporate them and replacements can be found.
Title: Re: Testers Needed. Kingdom Sim
Post by: Aslandus on April 06, 2015, 09:02:53 pm
And now I'm the one who's confused, "win"? I thought this was a simulated kingdom....

Wait, I just looked at the revised opener. What sort of tasks WOULD the king have for the adventure? Does he have to win a war? Keep the kingdom alive and functioning for 500 turns? Pull a sword from a stone? Drink from a magic goblet to gain immortality?

It would be useful to at least know whether it's the sort of task the king would complete by doing things himself or by being an actual leader and getting the kingdom to work (sort of Dungeon keeper vs Commander Shepard). It seems a bit odd to be asking people what they want to be before you've decided what the classes will do...
Title: Re: Testers Needed. Kingdom Sim
Post by: Peradon on April 06, 2015, 09:26:52 pm
Yeah, I pretty much signed up for an arbitrary 'thief' class. I kinda need to know EXACTLY how this is going to work in order for me to actually do it. Right now, I just know I have to manage some arbitrary numbers.

Actually, why do I have to manage them? Why dont you manage them, because you arent playing. Everyone would just PM you their actions. You would act as the Guardmaster, Thiefmaster and Merchantmaster all in one, leaving the anonymity in the game for the players.
Title: Re: Testers Needed. Kingdom Sim
Post by: Aslandus on April 06, 2015, 09:28:58 pm
Yeah, I pretty much signed up for an arbitrary 'thief' class. I kinda need to know EXACTLY how this is going to work in order for me to actually do it. Right now, I just know I have to manage some arbitrary numbers.

Actually, why do I have to manage them? Why dont you manage them, because you arent playing. Everyone would just PM you their actions. You would act as the Guardmaster, Thiefmaster and Merchantmaster all in one, leaving the anonymity in the game for the players.
Now that's silly, what kind of kingdom would we be running if we put all the power in the hands of one person?
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 07, 2015, 03:39:44 am
And now I'm the one who's confused, "win"? I thought this was a simulated kingdom....

Wait, I just looked at the revised opener. What sort of tasks WOULD the king have for the adventure? Does he have to win a war? Keep the kingdom alive and functioning for 500 turns? Pull a sword from a stone? Drink from a magic goblet to gain immortality?

It would be useful to at least know whether it's the sort of task the king would complete by doing things himself or by being an actual leader and getting the kingdom to work (sort of Dungeon keeper vs Commander Shepard). It seems a bit odd to be asking people what they want to be before you've decided what the classes will do...

Do I sense a chip on your shoulder?

The more power I give out to players, the longer this can run, and really I think a lot of these things will work well where I'm piecing them out, where they wont other means may be arranged. Who knows, if I "make the people running the kindom... run the kindom" I can do crazy stuff like story telling and gameplay enhancement. :)

This isn't some fully assembled package, its a sloppy work in progress and every column of support will hold the structure to higher goal than a simple mafia session.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 07, 2015, 03:46:19 am
And now I'm the one who's confused, "win"? I thought this was a simulated kingdom....

Wait, I just looked at the revised opener. What sort of tasks WOULD the king have for the adventure? Does he have to win a war? Keep the kingdom alive and functioning for 500 turns? Pull a sword from a stone? Drink from a magic goblet to gain immortality?

It would be useful to at least know whether it's the sort of task the king would complete by doing things himself or by being an actual leader and getting the kingdom to work (sort of Dungeon keeper vs Commander Shepard). It seems a bit odd to be asking people what they want to be before you've decided what the classes will do...

All good ideas, hey you want my job? There will be multiple ones. And there will be reasons for some players to oppose you to an extent or demand their own goals are also achieved along the way. Tough choices and fragile alliances ahead.
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 09, 2015, 01:31:26 am
Who is still interested in this project?
Title: Re: Testers Needed. Kingdom Sim
Post by: GameBoyBlue on April 09, 2015, 08:08:37 pm
And now I'm the one who's confused, "win"? I thought this was a simulated kingdom....

Wait, I just looked at the revised opener. What sort of tasks WOULD the king have for the adventure? Does he have to win a war? Keep the kingdom alive and functioning for 500 turns? Pull a sword from a stone? Drink from a magic goblet to gain immortality?

It would be useful to at least know whether it's the sort of task the king would complete by doing things himself or by being an actual leader and getting the kingdom to work (sort of Dungeon keeper vs Commander Shepard). It seems a bit odd to be asking people what they want to be before you've decided what the classes will do...

Yes.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 09, 2015, 08:21:35 pm
Can't quite pick a response for that? I assume the quest doesn't actually matter to most people (not directly, since they would only have a cursory effect on it, like selling the king's knights weapons or something). And this sounds like a far shot from mafia, unless part of the quest is to execute all the thieves, bandits, murderers or whoever is the bad guy in this.

I'm not judging, I understand it's just an idea that you're trying to make into a game, but if you're going to make it extremely complex you might want to get the basic gameplay and mechanics figured out before asking for volunteers to playtest...
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 09, 2015, 08:26:52 pm
Basically I am saying it is a kingdom simulation. I plan to put many things you can pursue. With rewards to completing certain goals, such as new civic buildings(such as new guilds, or arenas, ect), and there will be an increase in difficulty so eventually you'll need to focus on a single end game goal, but its going to be open, and you can be any of those kings. Perhaps there will be 'threats' or invasions that will kind of force a certain direction, but it will generally be flexible.

I consider this a simpler and more interesting way to have a game. This a ticking clock, with consequences for actions and inactions.

It is also a work in progress, though really the test has begun as you can now see in the OP, and people are free to begin playing. It is currently DAY phase(The gate is OPEN).
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 09, 2015, 09:39:56 pm
In that case, can I use "spot ingredients" to get some stuff or is that only when we're adventuring? And do we start with anything or are we just some losers who came to the kingdom because they were down on their luck?
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 09, 2015, 10:26:28 pm
Normally, you'd need to find a piece of equipment with that ability, then you can use it right away. And if you use it enough you will master it and can use it at any time even if you change class.

You do not have the ability, but it will be fairly easy to acquire an item with it. This will be useful data to me.

Spot Ingredient is a passive ability, simply choose where to go adventuring, and any ingredient findings will be tripled, if you make it back alive.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 09, 2015, 10:45:56 pm
Probably a bad idea to go adventuring alone where the goblins and bears are hanging around, so West it is! Anyone who wants to come along join in.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 09, 2015, 10:49:49 pm
Probably a bad idea to go adventuring alone where the goblins and bears are hanging around, so West it is! Anyone who wants to come along join in.

Be sure to give an exact coordinate when ready.

To answer your previous question, yes you start as an empty head 'loser'. If you die, and make a new character, there will be benefits for your progress. Not the least of which relationships and people who owe you a favor or two. Assuming you are a relative, friend, or heir of your previous self.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 09, 2015, 11:08:48 pm
Probably a bad idea to go adventuring alone where the goblins and bears are hanging around, so West it is! Anyone who wants to come along join in.

Be sure to give an exact coordinate when ready.
As in x,y coordinates? Is there anything I need to know about the units we'll be using, like how big would one "tile" of the map be? Are there any mountains or caves nearby I should be aware of?

And when you mentioned getting equipment with that ability, would I be buying that from an artificer, making it myself, or finding it in a secret cache? On the one hand having some kinda sketchy guy that sells cool stuff that only works half the time would seem thematic of marketeers, like a snake oil salesmen, but it would kinda make sense that my class abilities would be things I could "create" as part of the class. Finding it in the woods would be more on the fantasy side of things, but I'm not sure how far into that we're going given that this is a simulation style game (though not too far away given that we have goblins).
Title: Re: Majesty [DevTest 1.0.00]
Post by: Squeegy on April 09, 2015, 11:12:25 pm
Feather Talisman is still available, right? I'll take it.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 09, 2015, 11:17:05 pm
Quote
As in x,y coordinates? Is there anything I need to know about the units we'll be using, like how big would one "tile" of the map be? Are there any mountains or caves nearby I should be aware of?

xy yes, though letters are [partially] used. Review the traveling section.

Who knows what geological and biodiversity you will find unique to each tile.

Quote
And when you mentioned getting equipment with that ability, would I be buying that from an artificer, making it myself, or finding it in a secret cache?
All of that exists in the game right now, albeit the artificer may be you or another player, who hasn't come into the fullness of that role quite yet.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 09, 2015, 11:21:50 pm
Feather Talisman is still available, right? I'll take it.
I will mark you down for it. The GuardMaster is officially in charge of whom receives them, and is currently taking on both. The timing is good though, where they will be able to choose if they want to let you keep it or take it back.

While starting out this talisman only requires you to post GATE OPEN at the appropriate timing. However the duty will grow into making a report of publicly visible actions later on. More details to come, feel free to hang onto it as long as it serves you in that regard.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 09, 2015, 11:23:24 pm
I guess I'll explore a bit tomorrow, right now I have to get to bed because I got stuff to do in the morning... didn't realize the grid with the tildes and K was a map though, so I was a bit confused...
Title: Re: Majesty [DevTest 1.0.00]
Post by: Pencil_Art on April 09, 2015, 11:23:42 pm
Are we playing yet?
Title: Re: Majesty [DevTest 1.0.00]
Post by: Squeegy on April 09, 2015, 11:27:04 pm
Well, I'll sign up as a guard then, if Pencil_Art will take me.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 09, 2015, 11:40:01 pm
Are we playing yet?

Yes! And you are in charge of whom may join your guard guild, and whom may have the 2 talismans, feather and tortoise shell of your guild(and responsibilities associated with them.)
Title: Re: Majesty [DevTest 1.0.00]
Post by: Pencil_Art on April 09, 2015, 11:51:01 pm
Squeegy can take the Feather Talisman, and I'll take the Tortoise shell talisman.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 12:40:38 am
I think I am going to keep it on a 48 hour cycle, so you two will be 'taking turns' doing your respective tasks at the same time of day. Will 7am GMT +0 work for you aswell Squeegy? (its about an hour from the time of this post, if I have the GMT correct)
Title: Re: Majesty [DevTest 1.0.00]
Post by: Vivalas on April 10, 2015, 01:09:37 am
This looks neat, an open ended kingdom/economy sim? Cool.

I hope this doesn't die because I see potential.


In that case I'll sign up as Merchant Master if I can, if not I'll ask Peradon if I can join the thieves guild.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 01:12:39 am
I'll put you down for merchant master Vivalas. Take note, as of now its pretty much a free ride. Soon, and at any time I find to work it in, I will have you (basically help me) deal with the economy. So keep that in mind, and we can see how you feel about more responsibility as we go. Sound good?

If it seems too much, but is something I need this role to manage, you will be free to give it up, and you are still a merchant now one way or another.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Vivalas on April 10, 2015, 01:14:47 am
Also, can you explain the skill system? What I'm getting is that you can use any skill from your current class, and memorize 3 skills you keep whenever you switch class? So the learn field is what you have to do to make that permanent? What is the masters field mean? How many people can master it at once?


PPE: Sure, I kinda wanna manage the economy, hence why I chose it :)
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 01:23:49 am
To your earlier question as to whether this is an open sim, kind of. I had indented to eventually direct it into a more linear experience, but if there is desire I may put energy into creating that, as it would be an interesting thing to have created. It would mean essentially giving away all DM powers to active players. Adding roles like weather god, monster god, ect.

(That actually sounds kind of fun, I might just do that regardless)

Skill system: (first note that I have "gifted" some players free skills for choosing political jobs, or just for my own experimental reasons).
1) You join guild.
2) You find an item(equipment) that "teaches" the ability you want to learn. Like a dagger with the ability "steal gold", or a vest with the ability "stall".
3) Once equipped you may then immediately begin using the skill. if you take it off, its gone, but if you use it enough you "master" it and can use it not only when taking the item off, but even when changing class. There are restrictions on how many "off trade" skill you can have active on you when playing as a different class, see op for details.

I'm glad, it's going to be important I sense :)
Title: Re: Majesty [DevTest 1.0.00]
Post by: Peradon on April 10, 2015, 01:52:22 am
Post a sentence about your life in the kingdom(or adventures outside of it) to receive a random item.[/b]
Wouldnt this inevitably give up the identity of a thief, given that he has to post what action he did? Or am I misunderstanding?
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 02:39:01 am
Post a sentence about your life in the kingdom(or adventures outside of it) to receive a random item.[/b]
Wouldnt this inevitably give up the identity of a thief, given that he has to post what action he did? Or am I misunderstanding?

Currently thief class is visible. This is a roleplay assignment to get people thinking creatively. It is a tavern, and can involve some exaggeration or bent details in favor of story telling oomph.

It is technically still day though until Pencil_Art closes the gate, which should happen shortly.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Pencil_Art on April 10, 2015, 03:20:53 am
GATE CLOSED!

No events...?
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 03:41:45 am
>Aslandus was robbed of $10 gold! (This may have been an NPC thief)

1st night of King Grek's reign:
All is well. No intruders. No warnings or advice.

<-- COPY

•Kingdom Treasury $200
King Grek $100

•Guard's Barracks $100
Pencil_Art $100
Playergamer $100

•Merchant's Guild $100
Vivalas $100
Aslandus $90

•Theive's Guild $110
Peradon $100

Kashyyk $100
Squeegy $100

COPY --->
Title: Re: Majesty [DevTest 1.0.00]
Post by: Pencil_Art on April 10, 2015, 04:23:11 am
((What am I supposed to do here?))
Title: Re: Majesty [DevTest 1.0.00]
Post by: Squeegy on April 10, 2015, 04:50:56 am
I think I am going to keep it on a 48 hour cycle, so you two will be 'taking turns' doing your respective tasks at the same time of day. Will 7am GMT +0 work for you aswell Squeegy? (its about an hour from the time of this post, if I have the GMT correct)
That's midnight, for me. I suppose I can make it the last thing I do every day. Should I wait until the next midnight or just post it now?
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 05:01:20 am
((What am I supposed to do here?))
You did it perfectly. As explained to you in PM, you will slowly get more responsibilities, such as a report like the one I gave. Until you are informed to do so, you simply close the gate which you did perfectly.

I think I am going to keep it on a 48 hour cycle, so you two will be 'taking turns' doing your respective tasks at the same time of day. Will 7am GMT +0 work for you aswell Squeegy? (its about an hour from the time of this post, if I have the GMT correct)
That's midnight, for me. I suppose I can make it the last thing I do every day. Should I wait until the next midnight or just post it now?

Are you sure you are alright with that responsibility? You will open the door tomorrow at the appropriate time.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Squeegy on April 10, 2015, 05:14:25 am
Yeah, I usually go to bed at midnight.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 05:32:12 am
Goodnight.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 10, 2015, 10:03:38 am
"Just fucking great, I come all the way here from Talvaria to make a living and then someone pilfers my gold on the first day. I sure hope my luck turns for the better before my brother arrives or I'll never hear the end of it."

((I'm going to assume that Peradon didn't do it since he doesn't have an item for stealing gold, or at least he didn't get one on this page... is there a reason everyone but me and Grek are level 1? I don't know if we're doing the pm thing so I can't tell if there's dealing going on under the table))
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 01:04:07 pm
first note that I have "gifted" some players free skills for choosing political jobs, or just for my own experimental reasons.

Peradon will actually be in charge of accepting secret actions, if you are ready Peradon? Currently all possible inside kingdom actions have definite outcomes, so no DMing involved. Outside kingdom actions do require a DM still but the gate is closed. Go ahead and hold off on secret turns until I confirm with Peradon.

That's perfect for the story telling activity, rewards will come at the end of the day.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Aslandus on April 10, 2015, 01:45:06 pm
first note that I have "gifted" some players free skills for choosing political jobs, or just for my own experimental reasons.
Sorry, as you've probably guessed I tend to skim through things and end up missing details like that. I'll try to be more thorough in checking for things in the future, but I can't promise anything.
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 02:48:10 pm
I am not holding it against you or anything like that. It was just easier to quote. Probably a good idea to check, though who can really read everything?
Title: Re: Majesty [DevTest 1.0.00]
Post by: Squeegy on April 10, 2015, 07:41:35 pm
So, can I go to the Guards' Barracks?
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 07:45:03 pm
lol I was wondering the same thing, I guess Art didn't notice your request to join, or maybe though giving you the talisman was the same thing as letting you be a guard. (I'm sure it's going to be ok, i kind of just wanted Art to acknowledge that he has the power to choose, and must choose for someone to join)
Title: Re: Majesty [DevTest 1.0.00]
Post by: Peradon on April 10, 2015, 08:17:34 pm
first note that I have "gifted" some players free skills for choosing political jobs, or just for my own experimental reasons.

Peradon will actually be in charge of accepting secret actions, if you are ready Peradon? Currently all possible inside kingdom actions have definite outcomes, so no DMing involved. Outside kingdom actions do require a DM still but the gate is closed. Go ahead and hold off on secret turns until I confirm with Peradon.
So, the other thieves would PM me their actions, and I would then PM the results to you? I think I can do that. Especially seeing as how I'm the only Player thief....
Title: Re: Majesty [DevTest 1.0.00]
Post by: GameBoyBlue on April 10, 2015, 08:30:06 pm
I'm still working out the details, but exactly what you said, except it would go to a guard. The one who will be opening/closing the door next. They will then include the victims and losses in their daily/nightly report.

This task(which will be symbolized as a talisman you can bestow on anyone willing) will encompass more than just theft, all secret actions.
Title: Re: Majesty [DevTest 1.0.00]
Post by: Pencil_Art on April 10, 2015, 09:00:07 pm
lol I was wondering the same thing, I guess Art didn't notice your request to join, or maybe though giving you the talisman was the same thing as letting you be a guard. (I'm sure it's going to be ok, i kind of just wanted Art to acknowledge that he has the power to choose, and must choose for someone to join)

Sorry, yeah. By letting him have the talisman, I meant that he could join the guard.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Vivalas on April 10, 2015, 10:39:18 pm
"The Merchant's Guild shalt not stand for thy pilferring of thy sirrah! Justice shalt be dealt, as the hammer crushes thy cranium of all thy foes of His Honor Grek!

Peradon, art thou thy knave responsible for this outwardly heinous crime? Thine head shalt be imposed erect upon a stick for all of thy realm to see!"



Yeah, just gonna steal this font for my IC rants.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Pencil_Art on April 10, 2015, 11:23:13 pm
"The Guard's Guild will also not allow this! Justice shall be done, an soon."
Title: Re: Majesty [DevTest 1.0.01]
Post by: Peradon on April 10, 2015, 11:36:44 pm
Peradon looks at the note outside the tavern. It was a wanted poster, for him, dead or alive. But this was nothing new. As the guildmaster of Thieves, he had a magical talisman that prevented his capture. He reaches up and quietly takes down the poster.
Like it never even happened.
As he enters the Tavern for his nightly scout, the smoke fills his lungs, burning all the way down. He was used to it though, as this was his nightly routine. He ordered his pint of beer, and went and sat back in his seat. From the seat, he could see the entire tavern, and as he lit up his pipe, he began to watch, as he always did, for any prospective thieves...
Title: Re: Majesty [DevTest 1.0.01]
Post by: Vivalas on April 11, 2015, 12:15:47 am
So it says I'm L1 on the roster thingy, so does that mean you assigned me a skill? If so, could you tell me what it is?

Also I'm assuming the merchants are motivated to get some deep pockets, so would I coordinate with my underlings to craft and sell and stock things?


 How does private communication work, can we PM, or run it by thief master, say it I wanted to coordinate with MG in private? Quicktopic maybe?
Idea: maybe for private communication the guild masters can set up quicktopics, which the thiefmaster has access to all of them.

Also, how is the money handled ICly? Can everyone in game see it like we can? Since its kinda obvious who stole the money, then again, they are the only ones who can steal....

Putting on a fine coat, Vivalas heads to the Tavern, thinking of business schemes and ways to get the kingdom to hustle up some of their gold from their bulbous coffers. He enjoys the cool breeze that blows through the fine oak trees lining the square as the sunsets and he strolls towards the lane that the Tavern is at. Entering the Tavern, he makes a presence of himself, clomping across the wooden floorboards with his heavy jackboots. The patrons stop talking and stare in silence as he walks straight over to Peradon and removes his gloves, staring him right in the eye, cocking his fists


"Aye, what say we settle this like fine gentlemen?"

Title: Re: Majesty [DevTest 1.0.01]
Post by: Aslandus on April 11, 2015, 12:26:18 am
As far as I understand, we just PM the person directly, but you may want to PM the gm as well so he can keep track of what's going on and can tell how the game's being played. And he did say tehre could be "NPC" thieves, but since NPCs haven't been mentioned before it's probably without a doubt Peradon. But that's the kinda thing that happens when you have thieves parading around in their thief club jackets talking about how much they love stealing.

Peradon looks at the note outside the tavern. It was a wanted poster, for him, dead or alive. But this was nothing new. As the guildmaster of Thieves, he had a magical talisman that prevented his capture. He reaches up and quietly takes down the poster.
Like it never even happened.
As he enters the Tavern for his nightly scout, the smoke fills his lungs, burning all the way down. He was used to it though, as this was his nightly routine. He ordered his pint of beer, and went and sat back in his seat. From the seat, he could see the entire tavern, and as he lit up his pipe, he began to watch, as he always did, for any prospective thieves...
Do you happen to wear a white hood with red trim when wandering around town by any chance?
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 12:36:28 am
So there's gods now.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Peradon on April 11, 2015, 12:42:11 am
Peradon looks at the note outside the tavern. It was a wanted poster, for him, dead or alive. But this was nothing new. As the guildmaster of Thieves, he had a magical talisman that prevented his capture. He reaches up and quietly takes down the poster.
Like it never even happened.
As he enters the Tavern for his nightly scout, the smoke fills his lungs, burning all the way down. He was used to it though, as this was his nightly routine. He ordered his pint of beer, and went and sat back in his seat. From the seat, he could see the entire tavern, and as he lit up his pipe, he began to watch, as he always did, for any prospective thieves...
Do you happen to wear a white hood with red trim when wandering around town by any chance?
Hurhur... No, I actually look a lot like a normal guy...
Except when I'm assassinating someone, then I do. Also, please note that if you see a scholar that is armed to the teeth, that is most definitely not me.

Putting on a fine coat, Vivalas heads to the Tavern, thinking of business schemes and ways to get the kingdom to hustle up some of their gold from their bulbous coffers. He enjoys the cool breeze that blows through the fine oak trees lining the square as the sunsets and he strolls towards the lane that the Tavern is at. Entering the Tavern, he makes a presence of himself, clomping across the wooden floorboards with his heavy jackboots. The patrons stop talking and stare in silence as he walks straight over to Peradon and removes his gloves, staring him right in the eye, cocking his fists


"Aye, shall we settle this like fine gentlemen?"


Peradon quietly stands up, his latest victim walking up to him.
"Hey man, look now. There's no need to fight here. What did I do anyway, eh?"
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 01:05:15 am
So it says I'm L1 on the roster thingy, so does that mean you assigned me a skill? If so, could you tell me what it is?

I gave you the STALL ability.

Quote
Also I'm assuming the merchants are motivated to get some deep pockets, so would I coordinate with my underlings to craft and sell and stock things?


 How does private communication work, can we PM, or run it by thief master, say it I wanted to coordinate with MG in private? Quicktopic maybe?
Idea: maybe for private communication the guild masters can set up quicktopics, which the thiefmaster has access to all of them.

What is a quicktopic?

Quote
Also, how is the money handled ICly? Can everyone in game see it like we can? Since its kinda obvious who stole the money, then again, they are the only ones who can steal....

You will keep track of a bank account for each player, which is private. You will PM any changes to me each day. This is a talisman, clamshell, and you may pass the responsibility off as you see fit.

I think I will do this for the thieve's guild aswell. (accounts for hiding stolen money)
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 02:04:04 am
"And now, it's time to award prizes for the bards. Since there are no bards, entertainment was provided by the three guildmaster stooges!

For 3rd Prize we have a stash of 10 leather. The winner is Pencil_Art!

For 2nd Prize we have a piece of equipment, a Stand Vest! Here you go Vivalas!

And for 1st Prize, to the Purse Poacher with a mouth, Peradon! Here is 3 smoke bombs!

And we have a BONUS prize. Here you go Aslandus, 1 steal apparel dagger.

Well that's all folks, better luck tomorrow night."
Title: Re: Majesty [DevTest 1.0.01]
Post by: Pencil_Art on April 11, 2015, 02:50:13 am
((Sulks quietly.. :P

Going to announce this a bit early today.))

GATES OPEN!

Events:

- Bard Contest Award Handouts
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 03:08:57 am
^Squeegy was given the feather talisman, signifying they'd open the gate.

2nd day of King Grek's reign:
>A thick fog rolls over the forest.

All is well. No intruders.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Pencil_Art on April 11, 2015, 03:26:29 am
((Okay.))
Title: Re: Majesty [DevTest 1.0.01]
Post by: Haspen on April 11, 2015, 03:30:46 am
((I'm gonna PTW this))
Title: Re: Majesty [DevTest 1.0.01]
Post by: Vivalas on April 11, 2015, 08:31:50 am
Well its kinda obvious Peradon stole the money because he has 10 extra gold in his account, but I was wondering how my character would know that, seems like telepathy. Did he just steal it and put it in the bank? Secret accounts would be cool later on.

So are you planning to make each player know only how much money they have, but the MM knows all the bank accounts.


"Ye knave, ye think it not obvious who pilferred thine gold? Ye are a lying, cheating, cheat, not the likes of thy fine men of this land!"

Also a quicktopic is like a small message thread that one can create instantly, and then give the link to those who want to use it, those without the link can't see it.

If I had more merchants, I would organize them (you craft, you gather) but for now we must do without and I need to get my feet wet.

Go gather at B2, close to the kingdom walls.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Vivalas on April 11, 2015, 08:39:17 am
Double post, but

"Pencil_Art, would thoust be willing to sell thine leather for a price?"
Title: Re: Majesty [DevTest 1.0.01]
Post by: Aslandus on April 11, 2015, 08:59:25 am
"Oh joy, a dagger I can't use, maybe I can sell it once I figure out how to get these blasted stands to stop collapsing. Hey boss, could I borrow that vest?"
You do already have the ability after all...

Join the journey to B2
((Can we use items for their actual purpose, ie can I use my dagger to help with skinning deer and get more from it? Also, "Stand" isn't listed as an ability that can come from vests so I had assumed it was an ability that came with the class, or is it just an item ability that can only come from gifted items?))
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 11:43:39 am
I am going to be gone (http://s25.postimg.org/k9o5htvi7/zombie_Merc.png) today, and won't be back until after the gate is closed.

((I'm gonna PTW this))

I "should" make this pay to win. /s I would LOVE to make money creating stuff like this one day.

Professional Time Waster? Majesty is entirely eco-friendly to time.

Well its kinda obvious Peradon stole the money because he has 10 extra gold in his account, but I was wondering how my character would know that, seems like telepathy. Did he just steal it and put it in the bank? Secret accounts would be cool later on.

Only ones who should know for sure are myself and him, the money went the guild account not his, and soon I wont even know who steals as I wont be involved.

Quote
So are you planning to make each player know only how much money they have, but the MM knows all the bank accounts.

ATTN MerchantMaster I am going to leave it to the merchantmaster to set up private accounts for everyone to stash their [excess]pocket change, and manage any kind of shop keeping people want to do. Even without the stand ability you can still buy, sell, trade, gift individual items. There are limits to what you can carry outlined in the crafting section, and there needs to be an item bank aswell for excess. There is that list I created with everyones money, that public list is how much cash you have on you, I'll update it to include items on hand aswell. These can be managed as closely or loosely as he wants, as long as the books are balanced at the end of the day.

The public list of what you decide to carry on you will still be around and is important because it allows players to trade money(and in a moment items) more easily, is like a mini wiki and can be edited by anyone. [New players start with $100]

Quote
Also a quicktopic is like a small message thread that one can create instantly, and then give the link to those who want to use it, those without the link can't see it.

Is that a bay12 thing? It should be that the only way to communicate when away from the kindom is one on one PMs, however I suppose there could be a special thread for a forest Inn, that anyone visiting may view, and a quicktopic could be created for each day, if I understand the concept. [Or a guild hall meeting, yeah it possible, but everyone attending must be inside the kingdom, and I want to test out this tool myself first. Can threads be "locked" after a meeting? Can they be reopened? I'll need to see the specs, it may be best if they delete so old content is not viewable to new attendees, or a new thread is created for each meeting.]

((Can we use items for their actual purpose, ie can I use my dagger to help with skinning deer and get more from it?
That sound reasonable. Equipment raises your level, making hostile encounters more in your favor. Item types giving passive benefits could be interesting.

Quote
Also, "Stand" isn't listed as an ability that can come from vests so I had assumed it was an ability that came with the class, or is it just an item ability that can only come from gifted items?))

No abilities come with the class, all require item training. Fixed, vest now has that listed, also hammers have been added to teach crafting.
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 12:14:07 pm
<-- COPY

ADD 1 = 0000000001

•Kingdom Treasury $200
King Grek $100 [C:][I:][W:][A:][+:]

•Guard's Barracks $100
Pencil_Art $100 [C:][I:10LT][W:][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $100 [C:][I:][W:][A:][+:]

•Merchant's Guild $100
Vivalas $100 [C:][I:][W:][A:Stand Vest][+:]
Aslandus $90 [C:][I:][W:Steal Apparel Dagger][A:][+:]

•Theive's Guild $110
Peradon $100 [C:3SB][I:][W:][A:][+:]

Kashyyk $100 [C:][I:][W:][A:][+:]

COPY --->

Soon we will have a mechanic for removing players off the list. Such as if they don't eat an apple once a week they are removed from this list, and then after a month they lose their private accounts, both cases everything is donated to the merchant guild, who can hold onto them longer or pay them back later, but do not have to.

Item names may be added for each ability type. A blade with last breath is "Masamune" for example.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Squeegy on April 11, 2015, 02:43:46 pm
So, can I spend some of my money in the market, or does the Merchant's Guild have to set up first?
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 11, 2015, 03:13:03 pm
You've got some money on hand. You can make an exchange with anyone still inside the kingdom.

Perhaps NPC shop keepers will be added to provide more choices on slow days. But with higher prices, or maybe an occasional crazy deal for early birds :)

It will be interesting to see what else we fill the day phase with. Festivals with combat tournaments. Who knows, share your suggestions everyone. :)
Title: Re: Majesty [DevTest 1.0.01]
Post by: Aslandus on April 11, 2015, 04:19:46 pm
Maybe we should have priests for both the gods (I think those were just added, I don't remember seeing them before) and then the priests perform services and preach to the masses, as well as orchestrate things to keep the kingdom on their good side.

Other things during the day could include training (or we could do that at night as an alternative to hanging out at the bar), maybe have players take on missions/objectives for their guild like "earn 20 gold" or "ensure the king doesn't get injured at the ceremony" with rewards and deadlines determined by the guildmaster (or even make it possible for non-guildmaster players to post their own missions if they can afford it). If we're having a combat challenge, maybe challenges for all different classes would be good, for example:
-a "simulated" pickpocketing challenge: thieves try to steal as much as they can from volunteers (or just random schmos) without being caught (assuming there's any chance of them being caught in the act, otherwise it'll be more of a number management, maybe the one who steals the most gets caught and gets nothing but the person who comes in second gets to keep their gains).
-theft challenge: get an item from a guarded area without being caught (doesn't have to be important of valuable, just unique enough that they had to have stolen it), punishment for failure is facing the law, reward determined by the arranger of challenge.
-Crafting challenge: with provided resources, merchants try to create the requested item.
-Selling challenge, try to convince volunteers (again, or just random dudes) to buy an item/items, the one who sells best gets a reward.
Naturally contestants have to pay to enter the challenge, though I'm not sure if the guilds would be hosting them or someone else.

Also, I think my knife of remove clothing should be called "the stripper", just for pun.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Pencil_Art on April 11, 2015, 04:32:08 pm
Double post, but

"Pencil_Art, would thoust be willing to sell thine leather for a price?"

"Nay, sir. I wouldst like to keep mine prize yet."
Title: Re: Majesty [DevTest 1.0.01]
Post by: Pencil_Art on April 12, 2015, 04:22:10 am
GATES CLOSED!

- Goblin tracks were spotted near the castle.
- The fog thickens over the forest.

All is well. No intruders.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Aslandus on April 12, 2015, 08:54:56 am
So what happened with the exploration to B2? I assume we got back, but nothing's been said about it...
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 12, 2015, 11:27:39 am
GATES CLOSED!
Vivalas and Aslandus return, empty handed. No hostile encouters.

2nd night of King Grek's reign:
- Goblin tracks were spotted near the castle.
- The fog thickens over the forest.

All is well. No intruders.
Title: Re: Majesty [DevTest 1.0.01]
Post by: Aslandus on April 12, 2015, 11:46:02 am
So are we supposed to do anything for adventures that we didn't do or did we just get unlucky?
Title: Re: Majesty [DevTest 1.0.01]
Post by: GameBoyBlue on April 12, 2015, 11:56:29 am
There is a new rule, that was NOT in effect when you left, but is in effect now and you'll want to consider NEXT time. Daggers are needed for leather, usually, Hammers are needed for metal, usually. Attacking a camp, or finding a situation where these are already "collected" resources will be an exception and you'll bring them home. Today your party was lucky, no one walked off a cliff or into a swamp monster trap.

Did you expect to find much in a fog? I don't mean to imply it was impossible you'd find anything, it actually was [possible]. Atleast you can say you didn't die on your first outing. In that sense it was a success. Fog prevented you from learning goegraphic information.

I sense there may be a lot of 'fog' days on days I have to be gone like this one. In that sense, my saying when I will be gone is a type of weather forecast.
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 05:07:07 pm
(http://s25.postimg.org/bmkleoddr/Peacekeepers.png)

The Peacekeepers, an ancient order that protect the land from the terrible and great Monster God. While their acts may seem dark or even evil, they are controlled and meaningful.

This is the symbol of that order.



For tonight, the bard contest prizes will be directed at those who make a symbol for the followers of the Prosperity God.

They also need a name.

It is also encouraged to otherwise deepen the lore and expand upon either of these cults, gods, or surrounding mythos.

Prizes:
>choose 1 of any item
>30 of any single ingredient
>Random equipment

1st, 2nd, and 3rd will each get to pick in order. Bonus prizes for all other submissions. . . Good Luck!
Title: Re: Majesty [DevTest 1.0.02]
Post by: Squeegy on April 12, 2015, 05:27:26 pm
The Prosperity God, eh? Farmers and such? Fertile lands? Good craftsmen? How about something like... this?

(https://upload.wikimedia.org/wikipedia/commons/thumb/b/b1/Hammer_and_sickle_transparent.svg/484px-Hammer_and_sickle_transparent.svg.png)
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 05:37:51 pm
It should be something you created yourself. Something created just for the game without any obvious affiliations too close to real world identities, though similarities are ok, like the Peacekeeper's similarity to the wicken star.

Something 'like' that may be acceptable.
Title: Re: Majesty [DevTest 1.0.02]
Post by: Squeegy on April 12, 2015, 05:40:17 pm
Right, I think I know what you're looking for.

(https://i.imgur.com/VpLgj0M.png)
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 05:45:01 pm
Sorry try again. (And don't mean along the x-axis.)
Title: Re: Majesty [DevTest 1.0.02]
Post by: Lukeinator on April 12, 2015, 06:17:16 pm
I'd Like to sign up as a thief.
Title: Re: Majesty [DevTest 1.0.02]
Post by: Aslandus on April 12, 2015, 07:28:56 pm
I'm not much of an artist, but here's something:
Spoiler (click to show/hide)
It's supposed to be a pile of coins next to a gold mug shaped like a P, but it kinda looks like a beehive and a badly damaged fur coat...
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 08:02:26 pm
Thanks for sharing :)
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 08:09:11 pm
Welcome Lukeinator! Good luck with your request to join the Thieves Guild! I hear Peradon is actively scouting.
Title: Re: Majesty [DevTest 1.0.02]
Post by: Vivalas on April 12, 2015, 08:41:43 pm
Question: If there are no NPC merchants, then how are you able to get crafting skills? Random items?

"All fellows seeking shelter of thine earnings may console in me to keep thine gold safe from thy snatching hands of Peradon and his sulking filth.


"Oh joy, a dagger I can't use, maybe I can sell it once I figure out how to get these blasted stands to stop collapsing. Hey boss, could I borrow that vest?"
You do already have the ability after all...

I don't think I have the ability yet, but you don't need a stand to sell it, I believe. I think stand is just to store more stuff. Maybe we could melt the dagger? Get metal, would that be possible?
"Peradon, perhaps our guilds may be of use to each other. Thou hast dishonored thine, but I am a man who can forgive thee. May we grow rich together? Shall I propose a symbol of good will, and perhaps we may sell you thy dagger for a price, and we may become partners in thy business?"
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 08:57:40 pm
Spoken like a true MerchantMaster. You can always get the ingredient to make everything from adventuring(if the weather is better) AND I may have NPC merchants as I discussed with Squeegy:

You've got some money on hand. You can make an exchange with anyone still inside the kingdom.

Perhaps NPC shop keepers will be added to provide more choices on slow days. But with higher prices, or maybe an occasional crazy deal for early birds :)

It will be interesting to see what else we fill the day phase with. Festivals with combat tournaments. Who knows, share your suggestions everyone. :)
Title: Re: Majesty [DevTest 1.0.02]
Post by: Peradon on April 12, 2015, 09:36:47 pm
I cant believe I missed an entire day...
Quote
"Peradon, perhaps our guilds may be of use to each other. Thou hast dishonored thine, but I am a man who can forgive thee. May we grow rich together? Shall I propose a symbol of good will, and perhaps we may sell you thy dagger for a price, and we may become partners in thy business?"
"Interesting proposal. How much are you asking for it? I know for sure that I... eh... acquired... some extra gold. How does 10 gold sound?"

Can I suggest that we not open and close the gates on weekends? A lot of people arent as active on weekends... Including me.

I'd Like to sign up as a thief.
As Peradon scans the Tavern for some fresh meat, he spots a lone man enter. As he watches the man, he notices that he isnt buying anything, but rather moving around the entire tavern, picking everyone clean of all their money. When he came around to him, Peradon grabs him by the wrist.
"Hm. Sure looks like you've cleaned everyone out here. How would like an opportunity for something more... lucrative?"
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 12, 2015, 10:08:50 pm
Well some people are MORE active on weekends. Sorry.
Title: Re: Majesty [DevTest 1.0.02]
Post by: Aslandus on April 12, 2015, 10:18:41 pm
I cant believe I missed an entire day...
Quote
"Peradon, perhaps our guilds may be of use to each other. Thou hast dishonored thine, but I am a man who can forgive thee. May we grow rich together? Shall I propose a symbol of good will, and perhaps we may sell you thy dagger for a price, and we may become partners in thy business?"
"Interesting proposal. How much are you asking for it? I know for sure that I... eh... acquired... some extra gold. How does 10 gold sound?"
"Surely you jest, this dagger is worth 250 at least, why, you could pull the clothes right off someone's back without them noticing a thing if you were so inclined."

I don't think I have the ability yet, but you don't need a stand to sell it, I believe. I think stand is just to store more stuff. Maybe we could melt the dagger? Get metal, would that be possible?
It has since been decided that tools like daggers are useful in themselves even if you don't need the ability, for example we can gather leather with this dagger if we go adventuring, which we could then sell or save for when we learn to craft. So melting it down (especially before we've gotten a skill to do anything with the resulting metal) would be a suboptimal strategy to say the least...
Title: Re: Majesty [DevTest 1.0.03]
Post by: GameBoyBlue on April 12, 2015, 11:38:38 pm
See what you think Vivalas. I've added a new section on quests, trades, and banking. Lets work together to get something you feel good about. Thanks for your feedback.
Title: Re: Majesty [DevTest 1.0.02]
Post by: Peradon on April 13, 2015, 12:39:54 am
"Surely you jest, this dagger is worth 250 at least, why, you could pull the clothes right off someone's back without them noticing a thing if you were so inclined."
"Ha, I could get one of those practically anywhere. If 250 is your final offer, I'm afraid you will be disappointed."
Title: Re: Majesty [DevTest 1.0.03]
Post by: Squeegy on April 13, 2015, 12:44:45 am
I'll travel to C2, C1, D1, D2 tomorrow.
Title: Re: Majesty [DevTest 1.0.03]
Post by: Peradon on April 13, 2015, 12:47:34 am
Tomorrow I will travel to D1.
Title: Re: Majesty [DevTest 1.0.03]
Post by: GameBoyBlue on April 13, 2015, 01:15:49 am
I am going to have it where you will stop at you first hostile encounter, if you want you can chart your path, no diagonal moving. If you don't I will chart it for you, favoring north and west.

You can move up to 4 spaces, after that you won't be able to return.

Soon I may add it where the sooner you leave the more spaces you can go, and a campout feature to go further.
Title: Re: Majesty [DevTest 1.0.03]
Post by: Peradon on April 13, 2015, 01:17:36 am
Very well then.

West, North, West, North
Title: Re: Majesty [DevTest 1.0.03]
Post by: GameBoyBlue on April 13, 2015, 02:04:31 am
I'll travel to C2, C1, D1, D2 tomorrow.

Guards cannot leave the kingdom walls. Warrior will be a promotion that will allow this.
Title: Re: Majesty [DevTest 1.0.03]
Post by: Squeegy on April 13, 2015, 02:28:35 am
GATES OPEN!

3rd day of King Grek's reign:
All is well. No intruders.

- Goblin spotted within the kingdom! Unconfirmed rumor, no incidents.
- The fog is quickly clearing up. Expecting clear weather today.

Please forward any more goblin reports to the nearest guard.
Title: Re: Majesty [DevTest 1.0.03]
Post by: GameBoyBlue on April 13, 2015, 02:37:16 am
MISSION LIST
1: "Akk Greenskin!" (2 days)
"I saw one, I swear it! It was pickin' its' nose and reachin' for my cat through the window! I scared it and it nearly stabbed itself in the brain! It's out there... somewhere..."
Remove goblin from kingdom.
Reward: 20 gold, Defender Spear
-NPC Peasant

LAST NIGHT'S BARD CONTEST WILL BE CONTINUED TOMORROW NIGHT
Thanks for participating, I've decided to continue this specific god and cult themed contest another night. You have until then to practice up your stories, art, conspiracy theories, prophecies I look forward to what you bring to share tomorrow night! (more info) (http://www.bay12forums.com/smf/index.php?topic=149891.msg6161527#msg6161527)

All submission from last night will go into the judging pool for tomorrow!

TAVERN CLOSED
Title: Re: Majesty [DevTest 1.0.02]
Post by: Vivalas on April 13, 2015, 07:29:03 am
I cant believe I missed an entire day...
Quote
"Peradon, perhaps our guilds may be of use to each other. Thou hast dishonored thine, but I am a man who can forgive thee. May we grow rich together? Shall I propose a symbol of good will, and perhaps we may sell you thy dagger for a price, and we may become partners in thy business?"
"Interesting proposal. How much are you asking for it? I know for sure that I... eh... acquired... some extra gold. How does 10 gold sound?"
"Surely you jest, this dagger is worth 250 at least, why, you could pull the clothes right off someone's back without them noticing a thing if you were so inclined."

I don't think I have the ability yet, but you don't need a stand to sell it, I believe. I think stand is just to store more stuff. Maybe we could melt the dagger? Get metal, would that be possible?
It has since been decided that tools like daggers are useful in themselves even if you don't need the ability, for example we can gather leather with this dagger if we go adventuring, which we could then sell or save for when we learn to craft. So melting it down (especially before we've gotten a skill to do anything with the resulting metal) would be a suboptimal strategy to say the least...

Yeah, I wasn't thinking about it, really only worth selling for a large sum of money otherwise.

GBB, trading and banking sounds good. What are you thinking along the lines of an economy? Variable prices on materials that change from day to day? Like a roll 2d10 or something? As a guideline for human and NPC merchants, and maybe a PREDICT ECONOMY skill for merchants, that allows merchants to know prior to the roll? Maybe roll ahead of time?
Title: Re: Majesty [DevTest 1.0.03]
Post by: Vivalas on April 13, 2015, 07:34:52 am
Merchant Memo


*No current Auctions

*No current banking actions
Title: Re: Majesty [DevTest 1.0.02]
Post by: Aslandus on April 13, 2015, 09:28:22 am
"Surely you jest, this dagger is worth 250 at least, why, you could pull the clothes right off someone's back without them noticing a thing if you were so inclined."
"Ha, I could get one of those practically anywhere. If 250 is your final offer, I'm afraid you will be disappointed."
"Go on then, any price lower would be highway robbery! 100 for the dagger+150 for the skill it brings is as fair a deal as you'll find anywhere! Supply and Demand, know-nothing, almost no supply and now there's demand!"

((Really, it's a tier 2 skill anyway, by the time you can use the skill you'll probably have the money to buy it anyway. Also, I find it hilarious that you just recruited a guy because he was good at stealing things, and he'll immediately lose his ability to steal things upon recruitment.))

((Also, for our GM, can the thieves steal from NPCs too or just from players? It seems strange that NPCs can sell us stuff and steal our stuff but can't be robbed... Also, since Vivilas has the stand ability, can he set up a "snake oil" sort of stand, and sell stuff so useless it doesn't even take inventory space to NPCs, things like splinters of wood "From the crucifix", a chunk of rock calling it the "Philosopher's stone" or whatever the equivalent would be for this world?))

Venture out with Squeegy, I didn't come to this kingdom to sit around all day staring at empty streets.
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 13, 2015, 10:46:39 am
Venture out with Squeegy, I didn't come to this kingdom to sit around all day staring at empty streets.

As a guard, Squeegy was unable to leave the kingdom. If you still want to go the path he planned, or if you want to tell me a new path, I'll still credit you as having left at the time of your quoted post.
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 13, 2015, 11:09:31 am
GBB, trading and banking sounds good. What are you thinking along the lines of an economy? Variable prices on materials that change from day to day? Like a roll 2d10 or something? As a guideline for human and NPC merchants, and maybe a PREDICT ECONOMY skill for merchants, that allows merchants to know prior to the roll? Maybe roll ahead of time?
((Also, for our GM, can the thieves steal from NPCs too or just from players? It seems strange that NPCs can sell us stuff and steal our stuff but can't be robbed... Also, since Vivilas has the stand ability, can he set up a "snake oil" sort of stand, and sell stuff so useless it doesn't even take inventory space to NPCs, things like splinters of wood "From the crucifix", a chunk of rock calling it the "Philosopher's stone" or whatever the equivalent would be for this world?))

Well to answer BOTH of your questions the NPCs will mostly sell 'crap' items. I don't mean they wont have a use, but they will be things like not only common consumables, but tools without abilities like a hammer or knife. OCCASIONALLY they will have ability equipment. Even basic, ability-less weapons and items will still raise your temporary level and help you when adventuring.

So theres two answers:

1. If and when this becomes an open simulation, every GM task will be pieced out to GODS, the king, guild masters and their talisman holders... so that if any one of these posts leave, one of their underlings can take up the role, for the gods that may be followers. Any story telling will come from player made quests, and perhaps appointed temporary GMs aka writers.

2. In the linear story, NPCs will offer more and more valuable items. The price wont change, but players will have more and more ways of making an income, tht progression will get easier over time... to combat tougher threats.

The Prosperity God would likely be the person that influence that.

P.S.: I may run two games, one open game, and one for linear sessions that either reset or continue after.

P.P.S.: When an equipment "teaches" its' ability, it will "lose" it and become its' basic variant.

P.P.S.S.: Please check out this wonderful free kingdom game! http://www.noio.nl/2013/10/kingdom/

Title: Re: Majesty [DevTest 1.0.02]
Post by: Aslandus on April 13, 2015, 12:35:28 pm
Venture out with Squeegy, I didn't come to this kingdom to sit around all day staring at empty streets.

As a guard, Squeegy was unable to leave the kingdom. If you still want to go the path he planned, or if you want to tell me a new path, I'll still credit you as having left at the time of your quoted post.
Yes, do that. Also, if I get injured I come back to the kingdom early because I'm not a determinator out to conquer the world, just a business man.
Title: Re: Majesty [DevTest 1.0.02]
Post by: GameBoyBlue on April 13, 2015, 12:55:41 pm
Yes, do that. Also, if I get injured I come back to the kingdom early because I'm not a determinator out to conquer the world, just a business man.
Already what happens.^
Title: Re: Majesty [DevTest 1.0.02]
Post by: Lukeinator on April 13, 2015, 03:26:41 pm
As Peradon scans the Tavern for some fresh meat, he spots a lone man enter. As he watches the man, he notices that he isnt buying anything, but rather moving around the entire tavern, picking everyone clean of all their money. When he came around to him, Peradon grabs him by the wrist.
"Hm. Sure looks like you've cleaned everyone out here. How would like an opportunity for something more... lucrative?"
"I would gladly. Their are few thieves in this world, so we should stick together. Nothing like endorsed thieving"
Title: Re: Majesty [DevTest 1.0.03]
Post by: Playergamer on April 13, 2015, 03:30:41 pm
The guard, sitting in the tavern, looks at the two thieves, and grumbles under his own breath.

"They're up to no good, I can tell..."
Title: Re: Majesty [DevTest 1.0.02]
Post by: Vivalas on April 13, 2015, 04:58:31 pm
Venture out with Squeegy, I didn't come to this kingdom to sit around all day staring at empty streets.

As a guard, Squeegy was unable to leave the kingdom. If you still want to go the path he planned, or if you want to tell me a new path, I'll still credit you as having left at the time of your quoted post.
Yes, do that. Also, if I get injured I come back to the kingdom early because I'm not a determinator out to conquer the world, just a business man.

Go wit this dude

Also, GBB, did you see my question about commodity prices?
Quote

Yeah, I wasn't thinking about it, really only worth selling for a large sum of money otherwise.

GBB, trading and banking sounds good. What are you thinking along the lines of an economy? Variable prices on materials that change from day to day? Like a roll 2d10 or something? As a guideline for human and NPC merchants, and maybe a PREDICT ECONOMY skill for merchants, that allows merchants to know prior to the roll? Maybe roll ahead of time?

Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 13, 2015, 05:00:14 pm
Yeah. I responded.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Vivalas on April 13, 2015, 05:02:59 pm
Oh, sorry, but maybe you misunderstood me, I was thinking more along the lines of commodity prices for ingridients like leather and metal that change from time to time as guidelines for trade, but I'll probably just document all trades/transaction and every week or so post a memo on min/max/average/last sell price for each item/commodity
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 13, 2015, 05:06:29 pm
I like it, reminds me of turnips from animal crossing. But turnips expire. So probably locked prices unless for expiring things.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Vivalas on April 13, 2015, 05:18:52 pm
It kinda models real world trade by abstracting it and giving prices to different commodeties by randomly generating them, since prices fluctuate in real life, I don't know what you mean by locked prices, since that defeats the purpose of fluctuating prices.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 13, 2015, 05:23:33 pm
I want to focus my efforts on player to player interactions. If you can just game npcs, or hold out long enough to cash in on them it defeats the point.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Pencil_Art on April 13, 2015, 06:44:18 pm
The Guard Master walks over to the scene of the attempted cat robbery.

"Do you know which direction that goblin ran off in? This is a matter of dreadful seriousness, and must be resolved as soon as possible. I would like the goblin for questioning."
Title: Re: Majesty [DevTest 1.0.02]
Post by: Peradon on April 14, 2015, 12:52:46 am
As Peradon scans the Tavern for some fresh meat, he spots a lone man enter. As he watches the man, he notices that he isnt buying anything, but rather moving around the entire tavern, picking everyone clean of all their money. When he came around to him, Peradon grabs him by the wrist.
"Hm. Sure looks like you've cleaned everyone out here. How would like an opportunity for something more... lucrative?"
"I would gladly. Their are few thieves in this world, so we should stick together. Nothing like endorsed thieving"
"Indeed! As a member of this guild, I will occasionally give you tasks that need doing. Dont worry, if any revenue is gained, you will get a cut. The remaining will go into the guild treasury. But for now, you keep on doing what you have been doing. I will contact you when you get a job."

"Surely you jest, this dagger is worth 250 at least, why, you could pull the clothes right off someone's back without them noticing a thing if you were so inclined."
"Ha, I could get one of those practically anywhere. If 250 is your final offer, I'm afraid you will be disappointed."
"Go on then, any price lower would be highway robbery! 100 for the dagger+150 for the skill it brings is as fair a deal as you'll find anywhere! Supply and Demand, know-nothing, almost no supply and now there's demand!"
Peradon turns to face the merchant, who by all looks, appears to be stark raving mad.
"I think I'll pass then... besides... I have somewhere I need to be..."
Peradon stands up and walks to the counter. He tells the bartender that the friend sitting at his table will pay for his drink. After that, he vanishes through the smoke of the place, exiting the tavern, and venturing into the wild...

Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 01:19:04 am
*Seeing all the lingering costumers, the tavern owner grabbed a glass and began cleaning it while strongly considering to make it a 24 hour bar.*
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Peradon on April 14, 2015, 01:28:48 am
*Seeing all the lingering costumers, the tavern owner grabbed a glass and began cleaning it while strongly considering to make it a 24 hour bar.*
Hurhurhur... Yeah, its hard to NOT stay, especially when it closes in the middle of a conversation...
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 02:13:31 am
"Considering who you are, I'm sure you'd just sneak in anyway."
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 03:10:05 am
From now on to travel, you should say

TRAVEL PLAN:

Followed by either directions, coordinates, a destination, or a person you wish to follow. Edit this post(do not post another) to change it. Remember if you leave the path to be auto charted, it will favor North and West. Also, traveling has been limited to [3 spaces], and diagonal is still not possible without moving cardinally.



REPORT:
Peradon and Aslandus were seen heading out this morning.
Vivalas headed out this evening.

Peradon
B2: 2 herb collected.
B1: 2 herb collected.
C1: Bear attack! Fled Bear with minor wounds. Headed back.

Aslandus
B2: 2 herb collected.
C2: Goblin ambush! Killed goblin in self defense receiving minor wounds. 5 leather and cloak collected. Headed back.

Vivalas
B2: nothing collected.
C2: nothing collected.
D2: nothing collected. Headed back.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Pencil_Art on April 14, 2015, 03:31:00 am
GATES CLOSED!

3rd Night of King Grek's Reign
- I have apprehended the goblin. We believe no other goblins have breached the gate. We will be on high alert but believe the intruder was acting alone.

All is well. Intruder apprehended.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 06:51:21 am
TAVERN OPEN

The special God/Cult themed bard contest continues, previous submissions included. (more info) (http://www.bay12forums.com/smf/index.php?topic=149891.msg6161527#msg6161527)

Beer will be sold for $6. Limit 3 per customer. 10 stock.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Vivalas on April 14, 2015, 07:19:51 am
My suggestion was more about regulating player to player trade with a set price that changes, but I'll just do that anyways since I'll be doing my price memo thing every week.

I have an idea for a logo I'll maybe draw when I can, bit busy to use a PC.


The lone merchant master silks back into town from a long day of searching in vein for some resources. He saw Aslandus and Peradon come back loaded down with loot as he was leaving, which wrongly got his hopes up. Pencil_Art was yelling at him to hurry up as it was almost time to close the gate. The thought of drinking his woes away and a nice salt bath when he got home steered his mind away from the long, boring, fruitless trek he went through today.


"Alas, young Aslandus, good find! Perhaps we may cut up thine vest for leather! This guild already seems to be prospering! You seem hurteth, perhaps thou shalt rest and gain energy for thy next beautiful day! I would ask if I may borrow thy dagger tomorrow!"
Title: Re: Majesty [DevTest 1.0.02]
Post by: Aslandus on April 14, 2015, 09:21:39 am
"Surely you jest, this dagger is worth 250 at least, why, you could pull the clothes right off someone's back without them noticing a thing if you were so inclined."
"Ha, I could get one of those practically anywhere. If 250 is your final offer, I'm afraid you will be disappointed."
"Go on then, any price lower would be highway robbery! 100 for the dagger+150 for the skill it brings is as fair a deal as you'll find anywhere! Supply and Demand, know-nothing, almost no supply and now there's demand!"
Peradon turns to face the merchant, who by all looks, appears to be stark raving mad.
"I think I'll pass then... besides... I have somewhere I need to be..."
Peradon stands up and walks to the counter. He tells the bartender that the friend sitting at his table will pay for his drink. After that, he vanishes through the smoke of the place, exiting the tavern, and venturing into the wild...
The tavern was closed at the time, we were meeting in the town square. This man is clearly hallucinating, he must have drunk some of the discount ale last night.

"Alas, young Aslandus, good find! Perhaps we may cut up thine vest for leather! This guild already seems to be prospering! You seem hurteth, perhaps thou shalt rest and gain energy for thy next beautiful day! I would ask if I may borrow thy dagger tomorrow!"

"Perhaps later, right now a cloak would do better for keeping the weather out than a few strips of leather"

I then proceed to start rambling about the state of religion as the stress of fighting a group of goblins with nothing but a dagger catches up with me

"These priests, who can even tell the good from the bad anymore? One group kills the poor under the pretense of preventing future death and the other demands tithes like there's no tomorrow saying it's for profit of the future! I tell ya, these "Peacekeepers" are going to ruin this kingdom and those Prospitarians or whatever they call themselves now are just waiting for the chance to sell the ashes to the survivors at a profit! It happened in Calradia and it'll happen here too! I hate thieves, but the ones that wear robes and say they're the good guys are the worst of the lot, at least Mr. cloak-and-dagger over there is honest about it!"
I point at Peradon, who's about to filch a bit of gold from an anonymous patron.

((btw, how long does it take to heal minor wounds?))
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Peradon on April 14, 2015, 11:01:22 am
"These priests, who can even tell the good from the bad anymore? One group kills the poor under the pretense of preventing future death and the other demands tithes like there's no tomorrow saying it's for profit of the future! I tell ya, these "Peacekeepers" are going to ruin this kingdom and those Prospitarians or whatever they call themselves now are just waiting for the chance to sell the ashes to the survivors at a profit! It happened in Calradia and it'll happen here too! I hate thieves, but the ones that wear robes and say they're the good guys are the worst of the lot, at least Mr. cloak-and-dagger over there is honest about it!"
I point at Peradon, who's about to filch a bit of gold from an anonymous patron.
"Who, me? Nay, you must be mistaken... Perhaps you meant this gentleman right here?"
Peradon points to the man who was about to have his gold stolen, while slowly backing into the bar. He the proceeds to order a beer, and actually pays honestly this time.

So yeah, I am buying and drinking a beer...
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 11:41:33 am
My suggestion was more about regulating player to player trade with a set price that changes, but I'll just do that anyways since I'll be doing my price memo thing every week.

There are parts of this I don't understand your meaning BUT before you rush off to explain maybe that is ok.

What I do know is the fact that someone can post an item at what ever price they want. You are able to charge them or the buyer fees. It's your show and within those boundaries you are free.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Aslandus on April 14, 2015, 12:17:13 pm
"These priests, who can even tell the good from the bad anymore? One group kills the poor under the pretense of preventing future death and the other demands tithes like there's no tomorrow saying it's for profit of the future! I tell ya, these "Peacekeepers" are going to ruin this kingdom and those Prospitarians or whatever they call themselves now are just waiting for the chance to sell the ashes to the survivors at a profit! It happened in Calradia and it'll happen here too! I hate thieves, but the ones that wear robes and say they're the good guys are the worst of the lot, at least Mr. cloak-and-dagger over there is honest about it!"
I point at Peradon, who's about to filch a bit of gold from an anonymous patron.
"Who, me? Nay, you must be mistaken... Perhaps you meant this gentleman right here?"
Peradon points to the man who was about to have his gold stolen, while slowly backing into the bar. He the proceeds to order a beer, and actually pays honestly this time.

So yeah, I am buying and drinking a beer...
Well, I suppose the master of the thief guild has no risk of being robbed... Unless you're the kind of boss that gives a promotion to someone that manages to rob him...

Oh right, I missed part of Vivilas' statement...
"You seem hurteth, perhaps thou shalt rest and gain energy for thy next beautiful day! I would ask if I may borrow thy dagger tomorrow!"
"Have at it, but be careful, as I'm sure a certain goblin could attest, the blade is rather sharp. I expect to have this back by the next time we're in this bar, I don't want you selling off my stuff for less than its worth."

((Also, do clothing items give a bonuses against things like being robbed or just in combat encounters? Since presumably they cover your coin purse and make it harder for flighty hands to get in... Sorry if I seem obsessive over this, but after being robbed once I'd like to know what I can do to prevent it before someone tries to steal more than 10 gold...))
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 12:27:21 pm
Guards can learn an ability to protect you. Smoke Bombs will also.
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: Vivalas on April 14, 2015, 06:41:30 pm
TRAVEL PLAN
Venture to C1 first thing tomorrow
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 08:06:37 pm
Big freakin' update. This may require a lot of testing, but I feel it would be best to release it(before I go crazy nitpicking it without feedback).

GUILD INCOME
TAXES & SALARIES
SECRET NIGHT ACTIONS & SHADOW MARKET

Also, I had to release everything at once, as it was annoyingly satisfyingly interdependent.



The tax and salary form:

<---COPY---<<<
DAILY TAXES AND SALARIES
EDIT PERMISSION: KING AND GUILDMASTERS ONLY
[K]Grek, [G]Pencil_Art, [T]Peradon, [M]Vivalas
|
THE TRANSACTIONS INSTRUCTED IN THIS GOVERNMENT DOCUMENT ARE TO BE APPLIED TO THE SPEC LEDGER ONCE EACH DAY (PHASE) BY A TAX COLLECTOR, EDITS TO THESE RATES WILL NOT TAKE EFFECT UNTIL THE NEXT COLLECTION. GUILDMASTERS MAY STILL OTHERWISE ACCESS THEIR GUILD ACCOUNT MANUALLY AT ANY TIME. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
NEW ID CODE: ADD 1 = DTAS1
|
KINGDOM INN PATRONS
ALL REGISTERED SUBJECTS NOT OF A GUILD (-10 to -5) [K:-5]
THOSE WHOM CANNOT PAY WILL BE UNREGISTERED
|
[K] GUARD GUILD TAXATION (MAX -5 x MEMBERS) [K:-0]
[G] DEFAULT AND MINIMUM SALARY (MIN +5) [G:+5]
M. Pencil_Art[tortoise shell] [G:+5]
Playergamer [G:+5]
Squeegy[feather] [G:+5]
|
THIEF GUILD TAXATION (MAX -5 x MEMBERS) [K:-0]
DEFAULT AND MINIMUM SALARY (MIN +5) [T:+5]
M. Peradon[black rabbit foot] [T:+5]
Lukeinator [T:+5]
|
MERCHANT GUILD TAXATION (MAX -5 x MEMBERS) [K:-0]
DEFAULT AND MINIMUM SALARY (MIN +5) [M:+5]
M. Vivalas[clamshell] [M:+5]
Aslandus [M:+5]
|
PUB OWNER TAXATION (MAX -1 x REGISTERED SUBJECTS) [K:-0]
>>>---COPY--->



Polished trading wiki, the 'SPEC':

Ingrediants from trips. Sold beer which was consumed and healed Peradon's wounds.

<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS AND CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC2
|
•Kingdom Treasury $200
King Grek $100 [C:][I:][W:][A:][+:]
-Inns-
Kashyyk $95 [C:][I:][W:][A:][+:]
|
•Guard's Barracks $100
(M)Pencil_Art $100 [C:][I:10LT][W:][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $100 [C:][I:][W:][A:][+:]
|
•Merchant's Guild $100
(M)Vivalas $100 [C:][I:][W:STEAL-APPAREL-DAGGER][A:STAND-VEST][+:]
Aslandus $90 [C:][I:2 HRB][W:][A:CLOAK][+:10LTR] WOUNDED
|
•Theive's Guild (Smoke Bombs: 0) $104
(M)Peradon $100 [C:3SMK][I:4 HRB][W:][A:][+:]
Lukeinator $100 [C:][I:][W:][A:][+:]
>>>---COPY --->

New forms of guild income: details in the guild responsibilities section!

Secret actions now possible at night! PM them to the Black Rabbit Foot Talisman Bearer, (currently theft only) who will then process gains into the ThiefGuild and tell the Feather Talisman Bearer whom was pilfered and what they lost. The NPC thief is back and sneakier than ever before! Secrets can now be 'sold' like quests in the tavern, with a contract system to keep the secrets with the buyer until they choose to reveal them.

Guards can now give yellow and red penalty cards, which will cost jail time or a fee to remove, or the help of higher ups to whipe them away. Protection collections, and tarrifs on unregistered goods now tools for guard guild income.

I realize these will be big shoes to fill, as there was already new content on the plate with little testing. However I'm just gunna gun it, and go with it because it will lay essential groundwork for anything I want to add, and anyone else who wants to contribute ideas to the project in an informed manner. Go big or go small. Hell let's try big baby!
Title: Re: Merchants & Mercenaries [DevTest 1.0.03]
Post by: GameBoyBlue on April 14, 2015, 11:05:42 pm
TAVERN BULLETIN BOARD

MISSION LIST
1: "Akk Greenskin!" (1 day)
"I saw one, I swear it! It was pickin' its' nose and reachin' for my cat through the window! I scared it and it nearly stabbed itself in the brain! It's out there... somewhere..."
Remove goblin from kingdom.
Reward: 20 gold, Defender Spear
-NPC Peasant

2: "Cabin in the Woods" (3 days)
Meet me at C4, I want to show you something...
Reward: None
-NPC Peasant


SHADOW MARKET - SECRETS FOR SALE
1: "My next target" (1 available)
I'll tell you what you really want to know. Profit goes to the Thief Guild.
Price: 5 gold
-NPC Thief


FOR HIRE
1: "I'll keep you safe" (1 available)
I'll protect you from robbery tonight. Profit goes to the Guard Guild.
Price: 5 gold
-NPC Guard
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Squeegy on April 15, 2015, 10:04:32 am
GTA5 is a hell of a drug.

The guard groggily stumbles out to the gatehouse and pulls the gates open, before collapsing in a drunken mess.

GATES OPEN

4th day of King Grek's reign:
>Vivalas was seen leaving the kingdom this morning.

All is well. No intruders.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Aslandus on April 15, 2015, 10:30:30 am
I thought I lent Vivilas my dagger before he left... or does that not show up on the personal effects? Anyway, since I won't be leaving the kingdom today:

Hire the NPC guard

Offer to sell herbs for 15 gold apiece. Price negotiable. 2 stock.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 15, 2015, 11:04:58 am
I thought I lent Vivilas my dagger before he left... or does that not show up on the personal effects? Anyway, since I won't be leaving the kingdom today:

Hire the NPC guard

Offer to sell herbs for 15 gold apiece. Price negotiable. 2 stock.


I will edit it in. You will want to update that wiki yourself with such changes in the future.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Aslandus on April 15, 2015, 01:10:41 pm
I thought I lent Vivilas my dagger before he left... or does that not show up on the personal effects? Anyway, since I won't be leaving the kingdom today:

Hire the NPC guard

Offer to sell herbs for 15 gold apiece. Price negotiable. 2 stock.


I will edit it in. You will want to update that wiki yourself with such changes in the future.
Wiki? I just see a comment, editable only by the person who posted it... Where can I find the actual edit-able wiki?
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 15, 2015, 01:12:33 pm
You copy the paragraph, starting at "<---COPY---<<<" and ending at ">>>---COPY--->".

Quote
((btw, how long does it take to heal minor wounds?))

Currently you -require- beer or medicine to heal. I will add sleeping now. Post I "SLEEP NEXT PHASE", then do not trade or roleplay next phase, and once that phase is complete, you may state that you are well rested and lower your wound level on the SPEC ledger.

Currently those stages are WOUNDED and BADLY WOUNDED. (Medicine/Beer allows you to heal without sleeping for a phase.)
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Aslandus on April 15, 2015, 01:19:55 pm
Oh... ok... I guess... Not quite a wiki as much as a dynamic inventory, but sure...
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 15, 2015, 01:34:18 pm
dynamic inventory

What is Wikipedia other than a dynamic inventory of articles? *wink*
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Aslandus on April 15, 2015, 01:38:59 pm
dynamic inventory

What is Wikipedia other than a dynamic inventory of articles? *wink*
Not quite an article, but whatever
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 15, 2015, 02:45:30 pm
NPC Merchant 1:
"Get your tools right here!"
$50 Hammer(5)
$50 Knife(5)
(Pay you half price for these items)

NPC Merchant 2:
"Garbs! Garbs For Sale!!"
$50 Cloak(5)
$50 Vest(5)
(Pay you half price for these items)
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Vivalas on April 15, 2015, 05:07:58 pm
Bit hard to play this on phone if you have to copy.


Might buy a hammer later, and a knife, can I buy during night? Or do I have to buy during day?


Merchant Memo
*No ongoing transactions!
*No current auctions!


TRADE OFFER: (Aslandus) 1 Herb for 15 gold QTY AVAILABLE: 2
- Price negotiable, revenue gained goes to Merchant Guild


SPECIAL OFFER: For 3 days (6 IRL), all banking fees are negated! Come store your goods/gold!

Vivalas hurriedly tacks a message to the tavern noticeboard as he heads for the gates before the sun even rises

Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Playergamer on April 15, 2015, 05:28:17 pm
The guard walks the streets, watching carefully for any troublemakers.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Lukeinator on April 15, 2015, 05:33:23 pm
TRAVEL PLAN

C3, C2, C1
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Vivalas on April 15, 2015, 05:38:41 pm
I like the idea of the player controlled universe this game is running, but the issue right now is the clunky inventory management system.


So how about this?


http://htwins.net/edit (http://htwins.net/edit)

It's a web page anyone can edit, which is sorta fun in the mean time, but you can create private pages like this htwins.net/edit/example (just type it in the address bar, after /edit/)

We could maybe create a system here, it logs the IP of all those who edit.

We could use a private page, and an honor system, whenever you edit it, you put your name on the bottom, after the name of the last person who did, and the time/date, to keep a running log.

Easier anyways than this system, which may turn some players off.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Vivalas on April 15, 2015, 05:45:05 pm
Example System:  http://htwins.net/edit/Merchants%20and%20Mercenaries%20SPEC  (http://htwins.net/edit/Merchants%20and%20Mercenaries%20SPEC)

We could just record the DSAT on the forum since that's likely to not be changed as often.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Aslandus on April 15, 2015, 05:51:09 pm
I'll store 75 gold and my leather in the bank (I guess that's a separate slot than pocket money... do we get interest on this or is it just for storage?)

<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS AND CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC2
|
•Kingdom Treasury $200
King Grek $100 [C:][I:][W:][A:][+:]
-Inns-
Kashyyk $95 [C:][I:][W:][A:][+:]
|
•Guard's Barracks $100
(M)Pencil_Art $100 [C:][I:10LT][W:][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $100 [C:][I:][W:][A:][+:]
|
•Merchant's Guild $100
(M)Vivalas $100 [C:][I:][W:STEAL-APPAREL-DAGGER][A:STAND-VEST][+:]
Aslandus $15 [C:][I:2 HRB][W:][A:CLOAK][+:] WOUNDED
bank account:$75, 10LTR
|
•Theive's Guild (Smoke Bombs: 0) $104
(M)Peradon $100 [C:3SMK][I:4 HRB][W:][A:][+:]
Lukeinator $100 [C:][I:][W:][A:][+:]
>>>---COPY --->

I'll put the changes on the other inventory as well.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Vivalas on April 15, 2015, 05:59:32 pm
I think you just do

BANK TRANSACTION
D: 75 gold, 10 leather

And I'll handle it tomorrow on my next Merchant Memo, I think I record accounts, their not public I don't think

EDIT: Yeah, I also reverted the edit, also next time you edit the SPEC, put a log at the bottom
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 15, 2015, 06:01:29 pm
Interest is up to the MerchantMaster, who alternatively could add fees.

This should be fine, but next time allow the MerchantMaster handle bank related transfers of gold or items.

Post "BANK ACTION: Deposit $75" for example, that way the MerchantMaster can handle everyone's accounts all at once.

I will be getting the banking section of the OP online soon, but that is what it will say.

Edit:

I think you just do

BANK TRANSACTION
D: 75 gold, 10 leather

And I'll handle it tomorrow on my next Merchant Memo, I think I record accounts, their not public I don't think

D is a good shortner, I'll keep the 'action' part from mine shortness. So:

BANK ACTION
D: 75 gold, 10 leather
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: Vivalas on April 15, 2015, 06:06:08 pm
ANNOUNCEMENT

Banking processing fee increased to: $5 Gold

Free slots deceased to: 2

Changes go into effect immediately, but all fees are still negated for 3(6) days
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 16, 2015, 12:37:38 am
I'll consider the program, for now I want to use the 'clunky' ones I made.
Title: Re: Merchants & Mercenaries [DevTest 1.0.04]
Post by: GameBoyBlue on April 16, 2015, 03:30:22 am
With equal parts cockiness over untested new content, and glee at the progress we've made, I am happy to now call this an Alpha. Congrats and thank you everyone who's made this rapid progress possible. *nerd high five*

All the player announcements will use the word NOTICE (TRAVEL NOTICE: AUCTION NOTICE: BANK NOTICE: TAVERN NOTICE:).
Some talismans were updated with changed or new duties, be sure to have a look.
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Pencil_Art on April 16, 2015, 07:01:10 am
((Apologies for lateness. Internet is not great.))

GATES CLOSED!

The fourth night of King Grek's reign:

Vivalas was seen heading out this morning, and Lukeinator in the evening.

Vivalas returned with 9 herbs, and Lukeinator with 1.

All is well.
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Vivalas on April 16, 2015, 08:03:02 am
Yeah copying isn't actually that hard. I'll just stick to this system, that one has its own problems.

Give dagger back.
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Aslandus on April 16, 2015, 12:21:12 pm
Yeah copying isn't actually that hard. I'll just stick to this system, that one has its own problems.

Give dagger back.

I accept my dagger back

<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS AND CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC2
|
•Kingdom Treasury $200
King Grek $100 [C:][I:][W:][A:][+:]
-Inns-
Kashyyk $95 [C:][I:][W:][A:][+:]
|
•Guard's Barracks $100
(M)Pencil_Art $100 [C:][I:10LT][W:][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $100 [C:][I:][W:][A:][+:]
|
•Merchant's Guild $100
(M)Vivalas $100 [C:][I:][W:][A:STAND-VEST][+:]
Aslandus $90 [C:][I:2 HRB][W:STEAL-APPAREL-DAGGER][A:CLOAK][+:10LTR] WOUNDED
|
•Theive's Guild (Smoke Bombs: 0) $104
(M)Peradon $100 [C:3SMK][I:4 HRB][W:][A:][+:]
Lukeinator $100 [C:][I:][W:][A:][+:]
>>>---COPY --->

(Do we keep items and money that are banked on the sheet since they're still our possessions or do we remove them since we don't have immediate access to them?)
"So, what fun activity has the town bard got for us today?"
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: GameBoyBlue on April 16, 2015, 01:38:55 pm
*Tap, Tap*
The bard contest will conclude the gods and cults theme tonight. You are welcome to share more later on, however it's time we rap this one up, so prizes that were reserved for this contest will be handed out at the end of tonight. 1st, 2nd, and 3rd place will get to choose in order. (more info) (http://www.bay12forums.com/smf/index.php?topic=149891.msg6161527#msg6161527)

Beer will be sold for $7, limit 1 per customer. 5 stock. (Beer will now expire after a night phase is over, so be sure to drink it before then. You don't need to wait to get it before saying you'll drink.)

Tavern Bulletin
Quests
1: "Akk Greenskin!" (Complete)
Well it's not technically out of the kingdom, but I don't have to see it where you have it locked up now. Thank you GuardMaster Pencil_Art!
-NPC Peasant

For Hire
None

Announcements
1: "Negated Banking Fees!" (3 days)
Banking processing fee increased to: $5 Gold. Free slots deceased to: 2. Changes go into effect immediately, but all fees are still negated for 3(6) days.
-MerchantMaster

Secrets For Sale
1: "My next target" (1 available)
I'll tell you what you really want to know. Profit goes to the Thief Guild.
Price: 5 gold
-NPC Thief


Quest rewards payed out to Pencil_Art. Expedition loot added(from now on ONLY a gate guard may do this)(Vivalas received 4 leather I forgot to report to the Guard, which will also now be added below). Fee for hiring the NPC Guard by Aslandus transfered. Only I, (or the next...) TavernMaster may record transfers related to Tavern Bulletin quests and posts.

<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS & CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC3
|
•Kingdom Treasury $200
King Grek $100 [C:][I:][W:][A:][+:]
-Inns-
Kashyyk $95 [C:][I:][W:][A:][+:]
|
•Guard's Barracks $105
(M)Pencil_Art $120 [C:][I:10LT][W:Defender-Spear][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $100 [C:][I:][W:][A:][+:]
|
•Merchant's Guild $100
(M)Vivalas $100 [C:][I:9HRB][W:][A:Stand-Vest][+:4LTH]
Aslandus $85 [C:][I:2HRB][W:Disrobe-Dagger][A:Cloak][+:10LTR] WOUNDED
|
•Theive's Guild (Smoke Bombs: 0) $104
(M)Peradon $100 [C:3SMK][I:4HRB][W:][A:][+:]
Lukeinator $100 [C:][I:1HRB][W:][A:][+:]
>>>---COPY --->
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Vivalas on April 16, 2015, 01:59:35 pm
Isn't there a monetary reward or something for posting the Merchant's Memo/Auction List thing?
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: GameBoyBlue on April 16, 2015, 02:19:44 pm
Yeah copying isn't actually that hard. I'll just stick to this system, that one has its own problems.

I still want you to show me some quicktopic examples, if you can produce some. I don't mind you showing me automation tools and infact appreciate it, I would love to see this become an online browser game like neopets for example, with groups of players each forming a kingdom on an overworld. Different worlds would have different speed settings, and sandbox or linear modes...

Anyway I see automation as good, but I must weigh it with the conveniences of visibility in one place. If there are enough tools that you share to make it worth committing, then that could be fun, and there could definitely be sessions that are intentionally committed to them.

Isn't there a monetary reward or something for posting the Merchant's Memo/Auction List thing?

Yes. To be handled by you. *wink*

The king must appoint a tax collector for salaries and taxes to be collected.
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Peradon on April 16, 2015, 03:21:16 pm
Who is opening the gate?
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Aslandus on April 16, 2015, 03:46:38 pm
Fine, since the rules are now apparently that I can't do ANYTHING and heal at the same time I guess I'll buy a beer... and drink it...

Tomorrow I'm going adventuring to B4, C4, and C3 before coming back to the kingdom, leaving at the first opening of the gate.

Did the bank transaction go through or do I have to post the "Bank D: money leather" thing specifically?
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Peradon on April 16, 2015, 03:57:49 pm
TRAVEL PLANS

C3
D3
E3
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: GameBoyBlue on April 16, 2015, 09:30:52 pm
Who is opening the gate?

Still Squeegy.

Fine, since the rules are now apparently that I can't do ANYTHING and heal at the same time I guess I'll buy a beer... and drink it...

TRAVEL NOTICE B4, C4, and C3

Did the bank transaction go through or do I have to post the "Bank D: money leather" thing specifically?

TRAVEL NOTICE

C3
D3
E3
fix'd

I decided to standardize. All notices use NOTICE.

Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: GameBoyBlue on April 16, 2015, 09:32:50 pm
I may be late to close the bard contest, prizes may be awarded some time after the gate opens. Try not to set fire to the kingdom while I'm away, play nice!
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Aslandus on April 16, 2015, 10:34:35 pm
Am I seriously going to be the only one to enter the contest? Come on people, make some fun stuff up, we got lore to write!
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Vivalas on April 17, 2015, 07:19:30 am
I don't have a picture, but I do like Prosperitan. I had an idea for an icon that was a blade of grass or some plant with an axe and a pickaxe crossed behind it.

Whereas the Peacekeepers are a mysterious cult that try to surpress the Monster God, the Followers of Him (FoH) are an even darker cult deadset on bringing the Monster God to awake, and raise him into this dimension where he may wreak havoc. Think, dark blood cult, with arcane powers that come from the bloody runes they draw ( ;D Hail Nar'Sie)

The Prosperitans are long standing worshipper of the Prosperity God, they share sacred bonds with the Peacekeepers to keep balance in the world and to not allow the Monster God to grow to powerful. They worship in small shrines with multiple empty stories, and a pool of water deep underground that is believed to hold the essence of life and love, and nature, that new head priests and religious leaders get baptized in. They await the day their god comes in mortal form, to slay the Monster God when he is risen, and bring everlasting peace to the world. (And thus, they kinda rely on the FoH to achieve their goals too)


Your transaction will be processed as well as the weekly price report when the gate opens.


I handle the reward money? Does it come from the Kingdom Treasury? Does it come from nowhere? It's 5x the people who don't leave that day.... so is that like, everyone but me? That's about 8 people, so 40 gold?

Also when I try to copy from phone it gets rid of all the line breaks, so maybe I do have to UAE the htwins.net thing?

Also the edit thing is different from quicktopic.
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Squeegy on April 17, 2015, 12:25:02 pm
GATES OPEN!

The fifth day of King Grek's reign:
Aslandus was robbed for ten gold!
Squeegy was robbed for ten gold! The robber brought along a Smoke Bomb.
Peradon was seen heading out this morning.
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Aslandus on April 17, 2015, 12:32:42 pm
I thought I had a guard guarding me from being robbed, was that just for the day shift and doesn't even last for the night (The post said "tonight" so I would think it would at least last that long)? Also, how did they rob me of ten gold when I only had 3 left on my person (75 in the bank, 5 given to the guard, 7 spent on beer)?
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 17, 2015, 01:24:38 pm
I thought I had a guard guarding me from being robbed, was that just for the day shift and doesn't even last for the night (The post said "tonight" so I would think it would at least last that long)? Also, how did they rob me of ten gold when I only had 3 left on my person (75 in the bank, 5 given to the guard, 7 spent on beer)?
Yes. My fault, Squeegy was given a lot of directions and PMs from myself and the Rabbit Foot bearer, you will be refunded.

Alright, this is what I'm looking for, based on the new instructions Squeegy:

(The time to open the gate is about 7am GMT, which is 1am PST. Perhaps you have the target time mixed up by 12 hours, you want to get it posted about 12 hours earlier. Question to everyone: Would players like if we did switch the times by 12 hours?)

(Once there is a clear time established, there will be dangers and penalties to the gate being late, open too late exposes the kingdom to night creatures, closed too late means less outside trade and profit to the merchant guild.)

GATE OPEN!

First Day of the Empty Throne of Dokimi
>The GuildMasters have yet to choose their new heir to the throne.
>The NPC Guard protected Aslandus from a robbery attempt. The culprit vanished in a cloud of smoke and was not identified. *
>I was robbed last night of ten gold! **
>Peradon and Aslandus were seen heading out this morning. (Aslandus didn't use the proper format, so you were within your bounds to detain him as you did, I did correct it for him though and told him it was fixed, and that he'd just needed to take care of it next time)

* (You should have been told this person had a smoke ball, but that will be a discussion I'll have with the Rabbit Foot bearer, again my fault for not being clearer to them)
** (You were told they brought a smoke ball in case you knew that the victim-you in this case, was protected. THEN they would flee with the item, otherwise they'd not be detected and not need it as they got away with the loot.

I want to emphasize my appreciation Squeegy, for taking on one of the hardest roles at this time while the game is still in development. I am confident we will continue to streamline, simplify and clarify this duty, and soon it will be in a more final and more clear to grasp the breathd of whats needed, rather than the current state where things are a bit more disorganized, though with this post, perhaps some light has been shed on what is needed, and with any questions needing to be asked, asked, things will run increasingly smoother from here on out.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 17, 2015, 02:16:56 pm
Below are some other responsibilities I gave you Squeegy.

At the start of a new day, after the night phase...
1. All beer expires and is deleted.
2. *Poison progresses. (MILD ILL -> ILL - > VERY ILL -> DEATHLY ILL -> You would pronounce they died of poison. Talisman bearers cannot be poisoned. And poisoned subjects cannot become bearers.)
3. The guards track the movement of stolen goods from the victims to either the Thief Guild Treasury, or the identified perp(if he/she was so bold as to not stick it in the guild and opted to hold onto it, you would receive their name, and track all goods back to them).
4. Any used smoke bombs or poisons are deleted from the Thief Guild Treasury(again unless the perp actually used a held one, allowing themselves to be identified. The Rabbit Foot bearer would give you their name.)

*I will move this to the Tortoise bearer. Perhaps you are ready for the rest, next time?
(+recording beer Aslandus bought and drank to heal)
<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS & CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC4
|
•Kingdom Treasury $200
-Inns-
|
•Guards' Barracks $105
(M)Pencil_Art $120 [C:][I:10LT][W:Defender-Spear][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $90 [C:][I:][W:][A:][+:]
|
•Merchants' Tradepost $100
(M)Vivalas $100 [C:][I:9HRB][W:][A:Stand-Vest][+:4LTH]
Aslandus $78 [C:][I:2HRB][W:Disrobe-Dagger][A:Cloak][+:10LTR]
|
•Thieves' Hideout (Smoke Bombs/Poison: 0/0) $114
(M)Peradon $100 [C:1SMK][I:4HRB][W:][A:][+:]
Lukeinator $100 [C:][I:1HRB][W:][A:][+:]
>>>---COPY --->

OP has been updated to better reflect these responsibilities.(LAWS & RESPONSIBILITIES)
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Lukeinator on April 17, 2015, 03:03:30 pm
Travel Plan
C3.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 17, 2015, 03:27:59 pm
Travel Notice
C3.
(Now all commands end in NOTICE)
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Aslandus on April 17, 2015, 03:30:05 pm
The stringency of these formats seems a bit strange, I assume we're not computer programs that need specific inputs to understand the orders, but I'll try to fit the format better in the future... unless you're secretly planning to make this a single player game or something with NPCs controlled by computers in the future...
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 17, 2015, 03:45:24 pm
Its quite simple. Ctrl+F filtering and searching to make gathering info easier on those whom you want to find it. If you play mafia you'll notice many use similar commands for the lynch count. So yes, computer style inputs is exactly what we want. *beep boop*
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Aslandus on April 17, 2015, 03:54:55 pm
Ah, I see. I haven't done any forum mafia, but I guess it would be needed if you have 100 or so people playing and all voting or taking actions... In which case, yeah, the gatekeepers will certainly have their work cut out for them once the game really gets going...
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 17, 2015, 05:07:59 pm
Well even without 100, the convenience is nice to have. A 100 player mafia, damn that sounds hardcore. Anyway thanks for asking, and giving me the opportunity to explain it. I am not immune to game maker error or over thinking and over complexing, so criticism and all feedback is appreciated.

Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Peradon on April 17, 2015, 05:09:14 pm
Having 100 people playing forum mafia...?

Now that would be awesome...
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 17, 2015, 05:25:25 pm
Having 100 people playing forum mafia...?

Now that would be awesome...

(http://i.imgur.com/DgIc6.gif)

Your avatar fits too well for this comment to be legal.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Peradon on April 17, 2015, 05:44:20 pm
Having 100 people playing forum mafia...?

Now that would be awesome...

(http://i.imgur.com/DgIc6.gif)

Your avatar fits too well for this comment to be legal.
Hehe..

Sig'd.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Playergamer on April 17, 2015, 09:06:11 pm
((It's been a bit, but I'm still not really sure what I can do, exactly.))
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 18, 2015, 12:47:29 am
((It's been a bit, but I'm still not really sure what I can do, exactly.))

I will go ahead and take this time to announce that a singular start/end campaign in is in the works. This however, is not where you are now. Here is the sandbox/beta channel where new gamplay is tested, and the gameplay is open.

Things are fairly slow at this time, but legend has it that the Monster God grows restless in long, enduring times of peace. This is also the wild and enchanted Dokimi Forest, one of the most ancient woodlands known to civilized man. It is remote, and safely nestled away from the waring factions of the far East, only a traveling merchant or the odd sellsword manages to pass by under the sunless canopy.

This is a place of secrets and consequences. How you adapt is up to you. See the sections of the OP for current gameplay, and share your own ideas and fantasy kingdom dreams, this is the place for it.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Vivalas on April 18, 2015, 12:38:42 pm
Ahem, I apologize, storm knocked out my internet for a bit

Merchant Memo
*Transaction concluded with Aslandus, stored 75 gold and 10 leather.
*No ongoing auctions
*2 days remaining on No Fee Special!

Weekly Trade Memo
Good morning Dokimi! Its the end of the week and that means its time for your weekly trade report! *ahem*Since open trading in Dokimi has just recently been legalized by the grand council, there is very little to report, and thus there will be no trading profiles at this time, however a few merchants are selling herbs at around 15 Dokimis. Herbs and Leather appear to be abundant on the market, and metal continues to be scarce! Stay tuned next week for the next price report!


Go to the bazarre, and buy a knife and hammer, for 50 gold each. Then use stand ability to store leather, and store the knife in the extra slot.

(concluded transaction with Aslandus, and went shopping)
Spoiler (click to show/hide)
Title: Re: Majesty Advance [Alpha 1.0.00]
Post by: Vivalas on April 18, 2015, 12:40:13 pm

I handle the reward money? Does it come from the Kingdom Treasury? Does it come from nowhere? It's 5x the people who don't leave that day.... so is that like, everyone but me? That's about 8 people, so 40 gold?

Also when I try to copy from phone it gets rid of all the line breaks, so maybe I do have to use the htwins.net thing?

Also the edit thing is different from quicktopic.

Did you miss this GBB?
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 18, 2015, 04:17:58 pm
Sorry, yes. Its 'Bazaar profit' from traveling NPCs, that's why it's less if the gate stays closed.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 18, 2015, 05:04:45 pm
Alright, I was originally going to assume what you all wanted, but I may aswell ask and see what you have to say and what you really want to do.

I am planning a scenario for a brief sample run of Majesty, based on the Sword of the Stone. So it's this game, but with goals to win.


Originally, I was going to leave this thread going, as a kind of open world sim, and in the other thread host those linear campaigns, maybe even have a thing where heroes can be transfered over to this game.

But do you all want that?

Do you want this one to continue while that is going on? Should we pause this? Should we make this the linear one?

Currently my plans are much smaller for what will be offered, and it will probably take the form of a new thread anyway, but if you all want to pause this instead of having both at the same time we can do that.

Thoughts?
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Aslandus on April 18, 2015, 08:03:21 pm
Kinda depends what the linear story is about, if it's something like demon armies approaching then I'm not sure how much I could help if my character was moved over there. And if the story is something else and brought here then I'm not sure how it would be done, would certain people be "in the know" and the rest are just background?

I've never played sword of the stone, so I can't vouch for the system or speak against it with any reasonable opinion, but this doesn't seem like a very adventure-y system, maybe if we had heroes that came by every once in awhile carrying stuff and we acted like the "NPCs" that run the shops, keep them from running rampant, and tell rumors of things like goblin hideouts then it would be easier to picture, but the sim-style we're going for now doesn't seem that conducive to overarching story. Mostly we just seem to be running with themes of survival, growth, and interaction of a kingdom that would exist in a fantasy world (well, whatever level of fantasy we have here anyway).

Basically, I have no idea what to think of it, getting a sample of what you have in mind might help.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 18, 2015, 09:32:36 pm
I suppose it's hard to say until you see it. Basically one random player(warning, under construction plan incoming) one player is randomly Arthur. Arthur has 10 ingame days(20 real days) to solve the kingdoms problems and unit it before crap gets real. All other players are either normal subjects or the old people in power. Most of the original people will like things just the way they are and not want arthur to succeed, maybe unless he does some things to make them happy, but he wont have time to make them all happy most likely. Stuff like that.

So it will need similar roles. The point is to be as simple as possible. It will be a mini version of the game we are running now, a mini simulation that will end in 20 days or less with a number of players reaching or failing to reach victory within their kingdom.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 18, 2015, 11:41:19 pm
Pencil_Art still needs to close the gate. He has not been online for more than a day, so i'm not sure what's up. *shrugs*
If he doesn't close it tonight, I'll wait a few hours and do it.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 19, 2015, 12:50:36 am
So I'll just continue working on and produce this Sword in the Stone campaign. If when it comes out players want to play both we'll leave this one going, if people go over there and it's dead here we will pause this.

Sound good? I probably wont talk more about my plans, and I'll just post the game when it's ready. In the mean time if players want to continue this session I'd be happy to do my part to facilitate it to continue.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 19, 2015, 03:44:03 am
Expedition Logs:
Aslandus 2
B4 disposed of a goblin bandit. Collected 2 herb and a dagger.
C4 disposed of a goblin bandit. Collected 5 herb.
C3 +2 herb. Headed back.

Peradon 1
C3 Collected 2 herb.
D3 Collected 2 herb.
E3 Collected 2 herb. Headed back.

Lukeinator
C3 Nothing collected. Headed back.

GATE CLOSED

First Night of the Empty Throne of Dokimi
>The GuildMasters have yet to choose their new heir to the throne.
>The detained Goblin was released outside the kingdom by Pencil_Art.

Imports registered.

<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS & CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC4
|
•Kingdom Treasury $200
-Inns-
|
•Guards' Barracks $105
(M)Pencil_Art $120 [C:][I:10LT][W:Defender-Spear][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $90 [C:][I:][W:][A:][+:]
|
•Merchants' Tradepost $100
(M)Vivalas $100 [C:][I:9HRB][W:][A:Stand-Vest][+:4LTH]
Aslandus $3 [C:][I:11HRB][W:Disrobe-Dagger][A:Cloak][+:Dagger]
|
•Thieves' Hideout (Smoke Bombs/Poison: 0/0) $114
(M)Peradon $100 [C:1SMK][I:4HRB][W:][A:][+:6HRB]
Lukeinator $100 [C:][I:1HRB][W:][A:][+:]
>>>---COPY --->
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Pencil_Art on April 19, 2015, 08:08:18 am
Pencil_Art still needs to close the gate. He has not been online for more than a day, so i'm not sure what's up. *shrugs*
If he doesn't close it tonight, I'll wait a few hours and do it.

Sorry, I am going to be quite busy for about another three weeks.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Vivalas on April 19, 2015, 08:10:43 am
Well then, just give all the money from profit to the Merchant Guild Account.

7 people, 3 left, so 20 gold.

Also, I don't mind a plot or goals to fulfill, so maybe their could be different modes, or ways of gaining territory in the forest, building camps/mines, hiring NPCs, yet still maintaining player to player interaction, since the game feels a bit dry right now.

(Gave 20 gold to merchants guild/corrected error/took 10 gold from merchants guild

Spoiler (click to show/hide)
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Aslandus on April 19, 2015, 09:55:51 am
So I'll just continue working on and produce this Sword in the Stone campaign. If when it comes out players want to play both we'll leave this one going, if people go over there and it's dead here we will pause this.

Sound good? I probably wont talk more about my plans, and I'll just post the game when it's ready. In the mean time if players want to continue this session I'd be happy to do my part to facilitate it to continue.
Ah, that does sound like it could be fun.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 19, 2015, 01:19:07 pm
Pencil_Art still needs to close the gate. He has not been online for more than a day, so i'm not sure what's up. *shrugs*
If he doesn't close it tonight, I'll wait a few hours and do it.

Sorry, I am going to be quite busy for about another three weeks.
Ah, that's fine, but next time please choose someone to replace you if you wont be here. I understand if something comes up unexpectedly but otherwise it's assumed you will be closing the gate.

Do you want to pass on your Tortoise Talisman to someone else, or do you think that is a role you'll still be able to fulfill? Do you have any guards that are willing to replace you(or any players?)

If we have the guards in place, or can get them in place I still need one more role covered: Trickster God

This person will receive monsters and treasures to put on the map, which have strict rules as to how they can move each day and where they can be placed. If certain events or missions are completed, they may get new or changed options.

I will be making NPC missions for the PUB when I can, otherwise I will focus my attention on running the campaign.

If people are willing to fulfill all needed goals, we can continue this sim, otherwise we can pause it, and there's nothing wrong with that too.

Anyone wanting to be the trickster god should PM privately.
 
Also, I don't mind a plot or goals to fulfill, so maybe their could be different modes, or ways of gaining territory in the forest, building camps/mines, hiring NPCs, yet still maintaining player to player interaction, since the game feels a bit dry right now.

When I created this, in my mind I had the campaign planned. What we are creating here is off the road I was prepared for, but it doesn't make it a bad one, infact I find it very interesting, if it works, and if it doesn't it will have been an interesting thing that happened. I can create gameplay systems, I can even generate some content and emergent content systems, though it will take passion from players and a strong desire for a forum sim. I'll continue to add what people want that sounds cool and within my abilities.

Edit: Topic read 2000 times!
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Pencil_Art on April 19, 2015, 06:00:38 pm
If anyone else applies to be a guard, I will accept him and give him the talisman. Otherwise, I might have to have Squeegy take on the responsibilities of both talismans.
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 19, 2015, 11:19:30 pm
Let's go ahead and PAUSE the game, unless there are any objections?
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Peradon on April 19, 2015, 11:26:57 pm
I'm fine with that...
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: Aslandus on April 19, 2015, 11:41:37 pm
That's fine, is there going to be a link to the separate thread or should we be looking for it ourselves?
Title: Re: Majesty Advance [Alpha 1.0.00.01]
Post by: GameBoyBlue on April 20, 2015, 01:10:37 am
That's fine, is there going to be a link to the separate thread or should we be looking for it ourselves?

I'll be sure to add a link, unless anyone wants a PM?