Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: RoseHeart on September 19, 2023, 05:48:28 pm

Title: Keyforged Guild Hall
Post by: RoseHeart on September 19, 2023, 05:48:28 pm
Keyforged (http://www.bay12forums.com/smf/index.php?topic=182038.0) • Inventory Ledger (https://docs.google.com/spreadsheets/d/12yxj-lYHmNhPivnftGlPXlOBeHhjT7S1LkPe7QYTafM/edit?usp=sharingl)

(https://i.imgur.com/dbKXQiG.png)

Guild Ranks
1. 7GP = Cartography (Blacktooth/RoseHeart)
2. 5GP = Adventuring ▲ (Bruv/MadMonkey)
2. 5GP = Idle ▲ (Stranger/crazyabe)
4. 3GP = Market ▼ (Taarka/Crystalizedmire)
4. 3GP = Alchemy ▼ (Da'Lir/Jerick)
6. 2GP = Smithing ▲ (Aywen/a1s)
7. 1GP = Tavernkeeping ▼ (Elliot/sodafoutain) -last week to report

Guild Points
All guilds that reported in receive 1GP.
All that did not lose 1GP.
Guilds that didn't report in are now inactive.
Guilds with 0GP will be listed as discontinued.



Road to 'Settlement' Status... 7/9

3 guilds with buildings (requires 3 members) - Task Complete!!
• Cartography Guild - Done!
• Tavernkeeping Guild - Done!
• Adventure Guild - Done!

3 guilds with an activity all players can participate in that the guild members DM.
• Adventure Guild - Done!
• Idle Guild (N/A, self service) - Done!
• Cartography Guild 1/3

3 non member participants of those activities!
• Idle Guild - Done!
• Adventure Guild - Done!
• Cartography Guild 2/3




This is a thread only for guildmasters, or those appointed to speak on their behalf. All guild members are now welcome to discuss Keyforged affairs here.

I am creating this thread as a kind of show-and-tell area, for news you want to highlight for your guild to go into a periodic Guild Digest of happenings with the guilds in Keyforged.

Also feel free to use this as a neutral place to discuss partnerships between two or more guilds, somewhere to not clutter the main guild thread if you'd like.



Please try to include at least something, we'll say once a week minimum. If a guild doesn't communicate then it's not really a part of a shared experience, and wont be linked in the main thread until they report something.

If it's too much trouble, appoint someone in your guild to make a report here.
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on September 19, 2023, 05:54:41 pm
The Cartography Guild has appointed Scholars to study all relevant news coming from the 4 cardinal roads. Travelers' tales and dungeon exploits.

There are 7 guilds presently mapped at our outpost, with 2 large enough to warrant constructing a more permanent building: Adventuring and Tavernkeeping guilds.

Title: Re: Keyforged Guilmasters
Post by: RoseHeart on September 20, 2023, 06:34:47 am
Hey, how is everybody feeling? Are you still excited about running a guild in Keyforged? What challenges are you facing, and what can be improved?
Title: Re: Keyforged Guilmasters
Post by: Crystalizedmire on September 20, 2023, 03:16:39 pm
I'm excited
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on September 20, 2023, 03:56:35 pm
Anything you'd like to announce about the merchant guild? Or anything you need help with?
Title: Re: Keyforged Guilmasters
Post by: MadMonkey on September 22, 2023, 01:06:29 pm
Over in The Adventurerer's Guild (http://www.bay12forums.com/smf/index.php?topic=182039.0) we need a bard or cleric to embark on our first expedition.

EDIT: Nvm we got our first party together. Still, there are other dungeons that can be completed by other parties.
Title: Re: Keyforged Guilmasters
Post by: sodafoutain on September 22, 2023, 01:28:07 pm
The magical energy endemic to this world is capable of being harvested through specially prepared food. As such, the Tavernkeeper's Guild (http://www.bay12forums.com/smf/index.php?topic=182041.0) and restaurant is selling food intended on assisting adventurer's with their expeditions. Currently the menu is just stew and some carrot wine, but intentions are to beef up the menu over the coming months.
Title: Re: Keyforged Guilmasters
Post by: crazyabe on September 24, 2023, 03:26:19 am
Mysterious stranger idles in the corner. [ptw]
Title: Re: Keyforged Guilmasters
Post by: Jerick on September 24, 2023, 07:26:10 am
I got some of the plants done up for the north zones. Speaking of which I really need to add scripting to my notes to make the guild easier for me and any future guildmaster to run. I've been meaning to for a while but life has not been cooperating. Still I think alchemy if it works as I intend should get pretty wild.
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on September 24, 2023, 09:36:42 am
I want to erect a government building for this thread. Instead of popular vote, I am going to need a unanimous one, which will mean a presented idea has no opposers for 48 hours and at least 2 supporters. Go.
Title: Re: Keyforged Guilmasters
Post by: Jerick on September 24, 2023, 10:45:58 am
I see no reason there shouldn't be some kind of meeting hall. I'll support this.
Title: Re: Keyforged Guilmasters
Post by: crazyabe on September 24, 2023, 11:43:30 am
yah, establishing a guildmaster's guild-guildhall sounds reasonable to me.
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on September 27, 2023, 04:35:25 pm
Alright. For the time being I have erected a guildmasters tent. A proper hall will be constructed when the following milestone is reached:

3 guilds with an activity all players can participate in that the guild members DM.
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on September 30, 2023, 10:41:29 am
What would you like to go into the Guild Digest tomorrow?
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 01, 2023, 03:10:35 am
Please try to include at least something, we'll say once a week minimum. If a guild doesn't communicate then it's not really a part of a shared experience, and wont be linked in the main thread until they report something.

If it's too much trouble, appoint someone in your guild to make a report here.
Title: Re: Keyforged Guild Hall
Post by: MadMonkey on October 01, 2023, 03:12:18 am
A1s is leading an expedition to the abandoned tower soon! That's all the news the Adventurer's Guild has.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 01, 2023, 03:15:49 am
The cartography guild now has new information on the East: A war torn land of savage ogres and goblins, drakes, and dragons.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 02, 2023, 09:56:50 am
This post I made about my intentions for the future are worth sharing again here:

I will say I do have plans for government if the game advances far enough.

Namely once the milestones I have planned, which go beyond the current ones for a few iterations, then there will be introduced a new system for guildmasters to vote on new Kingdom milestones, and a 'King' will server a term and attempt to complete it.

The Guild Hall is to be the government facility.

Also, this thread will now be open to all players to discuss Keyforged affairs, not just guildmasters, starting now. Congrats on the great progress we are making, be sure to make reports here at least once a week regarding what your guild is up to, thanks.
Title: Re: Keyforged Guild Hall
Post by: a1s on October 03, 2023, 02:50:46 pm
Blacksmiths' guild is making things. Actually so far it's a guild of Luthier(s). Hopefully once the orders start flowing in, it will make other stuff too.
Title: Re: Keyforged Guild Hall
Post by: Jerick on October 04, 2023, 10:19:42 am
The alchemy guild has surveyed the north and is now able to help identify any plants people bring back from the north. Proper surveys of the plant life in other documented areas will take a bit.
Title: Re: Keyforged Guilmasters
Post by: MadMonkey on October 08, 2023, 05:42:02 pm
Bruv found 100 coins in a chest from the Southern Swamps. He would like help getting an idea of what material it is and how much they are worth.
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on October 08, 2023, 05:46:14 pm
This gold can be added to your balance in the Idle Guild inventory ledger. Depending how hard that was to and will be to obtain the value will fluctuate.
Title: Re: Keyforged Guilmasters
Post by: RoseHeart on October 08, 2023, 05:58:09 pm
How about every new player starts with 100 gold?
Title: Re: Keyforged Guilmasters
Post by: Jerick on October 08, 2023, 06:09:35 pm
That sound fair. We do need a little liquidity to get things moving I think.
Title: Re: Keyforged Guilmasters
Post by: MadMonkey on October 08, 2023, 06:31:44 pm
This gold can be added to your balance in the Idle Guild inventory ledger. Depending how hard that was to and will be to obtain the value will fluctuate.

Those coins had already been distributed to the adventurers and Bruv put his share to the Adventurer's Guild funds.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 11, 2023, 12:37:20 am
The alchemy guild has surveyed the north and is now able to help identify any plants people bring back from the north. Proper surveys of the plant life in other documented areas will take a bit.

Reports for Guild Digest Issue 4 start here...
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 12, 2023, 12:24:16 am
The Cartography Guild is trying out a new activity called Patrol. A hot and cold treasure hunt.
Title: Re: Keyforged Guild Hall
Post by: a1s on October 12, 2023, 02:47:07 am
Blacksmith's guild (aside from growing to include 3 members) seems to have got their first non-internal customer.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 12, 2023, 10:20:14 am
As we approach one month of play, it may be nice to have a flag or logo for Keyforged. And so, I put forth to you a challenge to submit your ideas. It can be goofy or serious, you can riff off each other. Let this be a collaborative effort that benefits us all.
Title: Re: Keyforged Guild Hall
Post by: crazyabe on October 12, 2023, 07:35:14 pm
What size of a flag would it be? just to give us an idea how detailed it would/could be- because there's an obvious difference between a Nationstates tm 284x284 flag, and a 2000 some pixel wide flag in how much effort anyone can put into it.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 12, 2023, 09:30:37 pm
The Keyforged map natively is 363x219 before I scale it to 726x438, so, if you would prefer to avoid it being shrunk, then no larger than that. 726 pixels wide maximum recommended.
Title: Re: Keyforged Guild Hall
Post by: crazyabe on October 13, 2023, 12:07:20 am
Here's an example of my suggestion- the obvious gimmick flag- A Key over an Anvil, on a Quartered background- below two shades of Green, Above two shades of Blue.
Spoiler: Image (click to show/hide)
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 13, 2023, 04:42:37 am
Nice!
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 13, 2023, 04:58:02 am
Here's an example of my suggestion- the obvious gimmick flag- A Key over an Anvil, on a Quartered background- below two shades of Green, Above two shades of Blue.
Spoiler: Image (click to show/hide)

Spoiler (click to show/hide)

Used a larger key to be better visible from a distance. I liked the night and day (24hr) and land and sky quadrants, just made night grass more distinct.

What do you think? Was the small key better or my more abstract proportioned one?
Title: Re: Keyforged Guild Hall
Post by: crazyabe on October 13, 2023, 05:04:16 am
Sounds good to me, You're the *real* artist- I simply pixel art enough that I can get the general idea across.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 13, 2023, 05:11:27 am
I'll use this. (A bit of a compromise)

Spoiler (click to show/hide)

Cool. That was fast.

Title: Re: Keyforged Guild Hall
Post by: MadMonkey on October 13, 2023, 02:35:02 pm
Good teamwork! It looks good.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 13, 2023, 04:05:30 pm
I couldn't leave well enough alone.

Spoiler (click to show/hide)

And it's totally fine if people want to put their own spin to it. Flags change over time.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 14, 2023, 09:59:59 am
Spoiler (click to show/hide)

Trimmed the dead-space in the sky, also matches Keyforged map quadrant sizes now.

Elevated anvil which gives it qualities of being meta or in the landscape.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 15, 2023, 07:06:53 am
Guild Digest will be in 2 days. Guilds that will remain active are:
-Alchemy
-Adventure
-Blacksmith

All other guilds will be listed as inactive unless a member reports in before the deadline.


Cartography leader Ripclaw lead the first ever town patrol. While the goblin got away, their sinister plans where thwarted. The booby traps were disarmed by Taarka and Bimson, and the crafty hands of Rogue Bruv and Ranger Aywen.
Title: Re: Keyforged Guild Hall
Post by: Crystalizedmire on October 15, 2023, 11:38:20 am
Guild Report: The Merchant's Guild is getting little activity but recently I allowed travelers to trade with the merchants. The travelers will offer coins and items to trade with merchants, allowing Keyforged to procure items that are not currently accessible in any other way.
Title: Re: Keyforged Guild Hall
Post by: MadMonkey on October 15, 2023, 02:10:11 pm
Adventurer's Guild Report: We explored the abandoned tower and had to abscond early because Elliot was injured. We have great need of a cleric to heal adventurers both in and outside of dungeons. We also added a multiclassing mechanic, parties of larger than 3, and we are talking about how to defend the outpost.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 15, 2023, 03:09:59 pm
Speaking as a guild member, I'll go ahead and do a report on the Tavernkeeping and Idle guilds.

The Idle guild now proudly has 3 non-member participants on the Guild Members community log. This makes them the first to clear all challenges of the first community milestone.

(Actually, it appears the Tavernkeeping guild is inactive.)
Title: Re: Keyforged Guild Hall
Post by: crazyabe on October 15, 2023, 06:15:51 pm
-Weekly Idling Scores-
NAME(USER)SCORE
Mysterious Stranger(crazyabe)169
Blacktooth Ripclaw(Roseheart)281
Bim “Bimson” the great(Megam0nkey)142
Taarka(Crystalizedmire)70

The Idle' guild is always open to New recruits!
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 15, 2023, 08:20:42 pm
Once a guild has a community activity and 3 dms of said activity, with experience, the guild may contact the Cartography Guild to erect a second structure...as an example, my intention for my guild is to erect a pond for fishing.

The Idle Guild may choose their bonus structure when ready.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 20, 2023, 05:27:07 pm
Ok, so this is mostly aimed at Merchant Guild, and the item crafting guilds: Smithing Guild, Alchemy Guild and Tavernkeeping(Cooking/Brewing) Guild.

I think it would be good it iron out a few things. The Merchant Guild has been doing great work with NPC customers which can trade gold or exotic items for crafted items. I was selling my snacks there, but with the Tavernkeeping Guild not having clear item crafting rules right now, I decided to wait. However the Alchemy and Smithing Guilds are as I understand it, about crafting metalwork and potions, and if players can sell those items that would be good.

Anybody, any player should be able to make a potion, or a sword or armor, etc. With the leader and member of those specific guilds defining the game mechanics to create the items and DM them.

What the merchant guild can do is continue what they have been, in the main thread now. In the Merchant Guild thread they have allowed people to set up a shop for other players---or NPCs---to buy and haggle. These kind of mundane RP stuff is good fodder for the main thread. That way the Merchant Guild thread can primarily focus on tweaking the rules of NPCs.



Even if the trading stays in the Merchant Guild thread, it would be good for the crafting guilds to "iron out" the rules for crafting and start allowing players to do so, so they can set up shops. It would be good if the leaders of the crafting guilds lead by example, craft and sell a few items please.
Title: Re: Keyforged Guild Hall
Post by: crazyabe on October 20, 2023, 08:24:17 pm
Given we've got three "crafts" type guilds which fill different niches, of which one is essentially abandoned- might I suggest unifying them all under a crafts union which would fulfill the needs for working on any craft without an active guild, until someone willingly sets up- or adopts an inactive- guild for said crafts- and provide a proper location for the Crafts guild masters to argue craft overlap, crafting mechanics, discuss or trade materials and products with cross craft uses, and generally ensure everyone is on the same page with what's going on.

on another note...

-Weekly Idling Scores-
NAME(USER)SCORE
Mysterious Stranger(crazyabe)320
Blacktooth Ripclaw(Roseheart)322
Bim “Bimson” the great(Megam0nkey)193
Taarka(Crystalizedmire)121

The Idle' guild is always open to New recruits!
Title: Re: Keyforged Guild Hall
Post by: Crystalizedmire on October 21, 2023, 05:41:46 pm
Please join the merchant's guild. We are responsible for the economy.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 21, 2023, 08:15:29 pm
Cartography Guild is preparing for the next patrol, with a Wizard Bimson request to direct the upcoming hunt.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 21, 2023, 09:37:31 pm
Given we've got three "crafts" type guilds which fill different niches, of which one is essentially abandoned- might I suggest unifying them all under a crafts union which would fulfill the needs for working on any craft without an active guild, until someone willingly sets up- or adopts an inactive- guild for said crafts- and provide a proper location for the Crafts guild masters to argue craft overlap, crafting mechanics, discuss or trade materials and products with cross craft uses, and generally ensure everyone is on the same page with what's going on.

That's one option. Another interesting option is for each crafting guild to have their own method. Such as ingredient requirements.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 23, 2023, 01:09:56 pm
Ok, to clarify something, the idea is NOT to have gameplay limited to members of a guild. That is not the intention at all.

Participants open new guilds to add a new gameplay mechanic, such as combat, currency, or farming. Those who join the guild vote on changes to those mechanics, and help as DMs of those aspects of play.

This is why I refer to my guild as the "Cartography" guild, and not the "Cartographer's" guild. The point is to add cartography mechanics, not to RP an exclusive group of cartographers.

In this specific case, all players describe aspects of the world, such as when they join and tell about their origin. The Cartography DMs then compile this and add on as meets the needs of the other guilds, and produce the known map info. Additionally, they DM patrols to allow everyone another means of interacting with the map. It's for everyone. Everyone can participate in cartography.

I see this catching on, but it's worth reiterating.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 24, 2023, 10:45:22 pm
The Guild Digest will be posted soon, we only have Idle, Market, and Cartography reports!
Title: Re: Keyforged Guild Hall
Post by: MadMonkey on October 24, 2023, 10:46:26 pm
Guild report from The Adventurer's Guild. We are preparing for another expedition. Bruv is trying to buy warm clothes to  facilitate a trip to the arctic caves in the North but no one has any furs to sell. The Alchemists Guild supplied us with 3 skin blistering potions. Not sure yet what we will do with those.
Title: Re: Keyforged Guild Hall
Post by: Jerick on October 25, 2023, 03:35:40 am
The alchemist guild fulfilled a request by the adventurers guild and is currently open for anyone who wants to come and dabble with potion making.
Title: Re: Keyforged Guild Hall
Post by: sodafoutain on October 25, 2023, 09:57:28 am
...of which one is essentially abandoned

Heh. Yeah... I've been meaning to get back to it, but my time management and general apathy is kicking my ass. Swear down, I'll update it tonight. I've gotta check in on other stuff here as well, so it'll be a good time to get a few things adjacent done.

That's one option. Another interesting option is for each crafting guild to have their own method. Such as ingredient requirements.

I think extending the concept of the cooking to all players makes more sense, but only guild members may use the guild's Ingredients and Serve Patrons. So long as everyone is fine with keeping track of their cooking stats, but your method might be preferable to lower the average sheet cruft.

My intention with this was extending the stats a Tavernkeep member keeps track of to all players, likely in something adjacent to the inventory sheet managed by the Idle guild. Additionally, Serving Patrons is an activity that assumes there are always people to serve, a la the Merchant's Guild, if that wasn't clear.



The Tavernkeeper's Yaranga has fallen quiet, likely because of the guild members and the guildmaster attending to other matters. Elliot has been tied up in introductory expeditions as a part of the adventurer's guild and paying homage to his ancestors by taking up forging. However, there are still activities occurring.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 25, 2023, 12:35:29 pm
Reports for Week 6 begin now. See you next week.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 30, 2023, 08:09:10 am
How are people feeling?

The Guild Digest will be posted in 2 days.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on October 31, 2023, 08:58:54 pm
Cartography Guild has begun the second hunt. The goblin is back to stir trouble.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 01, 2023, 03:02:13 am
Why is no one participating in the hunt (http://www.bay12forums.com/smf/index.php?topic=182038.msg8509982#msg8509982)?



Last day to report in for the Digest.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 01, 2023, 10:53:00 pm
Last chance for the Digest. (Only my Cartography Guild has made the report)



Also, what do you think we should do with this captured goblin?
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 02, 2023, 01:58:53 am
Issue 6 of the guild digest has been posted. Issue 7 will aim to be posted Tuesday, midday.
Title: Re: Keyforged Guild Hall
Post by: MadMonkey on November 02, 2023, 08:13:00 am
Adventurer's Guild completed their expedition and got a lot of loot!
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 03, 2023, 12:38:19 am
Where'd you guys head off to this time?
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 04, 2023, 08:38:41 am
Alright, I'd like to put the following up to a vote.

A. Keep the Guild Hall at D4.
B. Proposal: Move the tent to B6.
C. Propose a different placement or solution. (where/what?)

This proposal will last two days. If anyone opposes a move(and does not rescind it before the end) then the tent will stay where it is at.



Alright, here's the reasoning. Something I failed to notice when placing it is that D4 is on a square. D4 is the 4th plot in each direction. The Guild Hall is the most prominent structure, and it should definitely be something someone can use to orient themselves. I could add markings on the top and side, but this move would only help make it more intuitive even so.

(https://i.imgur.com/eDf9INr.png)
Title: Re: Keyforged Guild Hall
Post by: MadMonkey on November 04, 2023, 03:33:39 pm
Where'd you guys head off to this time?

Aywen lead another adventure to the Abandoned tower and this time they completed it. They found a lot of treasure which Aywen sold and split it with Garret and Elliot.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 06, 2023, 08:00:04 am
A reminder to all the 7th guild digest will be collected in a day from now.

My proposal to move the guild hall hasn't been rejected by anyone in nearly 2 days, but because of the lower activity recently(perhaps due to the Holidays) it feels rushed to just rely on 'lack of opposition'. So we will do what we did with the first proposal, and require 2 people other than myself to support it for the move to B6 to succeed.
Title: Re: Keyforged Guild Hall
Post by: a1s on November 06, 2023, 08:34:14 am
Blacksmiths' guild is making things. Actually it's just me. Got myself a level 2 bow and arrows set.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 07, 2023, 05:10:04 am
Report: Cartography guild continues to hold the goblin captive. What should we do with the prisoner? We have struggled to further contribute past 1/3 members hosting a hunt. Please help us do this.
Title: Re: Keyforged Guild Hall
Post by: crazyabe on November 07, 2023, 07:54:47 am
Idle guild is as Inactive as always.

-Weekly Idling Scores-
NAME(USER)SCORE
Mysterious Stranger(crazyabe)495
Blacktooth Ripclaw(Roseheart)508
Bim “Bimson” the great(Megam0nkey)368
Taarka(Crystalizedmire)296
-Weekly Idling Scores-

The Idle' guild is always open to New recruits!
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 07, 2023, 10:32:07 am
I guess we'll stick with the D4 location for Guild Hall.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 08, 2023, 09:51:40 pm
It's a new week, anything reported from the guilds after this post will go in the next Tuesday digest. Thanks.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 12, 2023, 10:15:45 am
Cartography guild has opened the gates for travel! What will you find abroad to bring back to Keyforged?

I'd like this to be something the other guilds will collaborate on, but to facilitate that at the pace they are ready, there will be 'mysterious' items the guilds can identify.


Just 2 days until the next guild digest is published, and this is the first and only report.

Let's finish off month 2 strong.
Title: Re: Keyforged Guild Hall
Post by: MadMonkey on November 13, 2023, 12:17:55 pm
The Adventurer's Guild (http://www.bay12forums.com/smf/index.php?topic=182039.0) has discovered a new dungeon: a cultist camp in the east. We need all the help we can get to defeat the cultists!
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 14, 2023, 11:33:21 am
Let's use a standardized header for the threads.

Quote
Keyforged (http://www.bay12forums.com/smf/index.php?topic=182038.0) • Guild Hall (http://www.bay12forums.com/smf/index.php?topic=182050.0) • Inventory Ledger (https://docs.google.com/spreadsheets/d/12yxj-lYHmNhPivnftGlPXlOBeHhjT7S1LkPe7QYTafM/edit?usp=sharingl)

Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=182038.0]Keyforged[/url] • [url=http://www.bay12forums.com/smf/index.php?topic=182050.0]Guild Hall[/url] • [url=https://docs.google.com/spreadsheets/d/12yxj-lYHmNhPivnftGlPXlOBeHhjT7S1LkPe7QYTafM/edit?usp=sharingl]Inventory Ledger[/url][hr]
Something like this.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 14, 2023, 03:54:38 pm
Week 9 Has Begun
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 16, 2023, 01:39:16 am
It looks like we are down to 4 players, how are people feeling about that?
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 21, 2023, 06:36:54 am
I think we should call it quits, formally. No need to keep people dangling on the possibility of something happening.
Title: Re: Keyforged Guild Hall
Post by: RoseHeart on November 28, 2023, 11:23:43 pm
MadMonkey suggested there may be interest in an opportunity for everyone who played to discuss Keyforged. What they liked about it, what they would want to see changed if we tried again down the road at some point.
Title: Re: Keyforged Guild Hall
Post by: Jerick on November 30, 2023, 07:30:58 pm
Well, my issue was that I lost enthusiasm. I had put a lot of work into the alchemy system but no one seemed interested which was disheartening. This was largely my own fault; I failed to demonstrate why players should bother with it. But also I feel like it was down to the lack of players overall. We had plenty of GMs but few players. With the sole exception of the adventurer's guild it seemed like things petered out pretty quickly for everyone despite people's best efforts.

Still, if you want to try this again let me know. I'd be up for another go at trying to make it work.