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Messages - Lidhuin

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76
Forum Games and Roleplaying / Re: A Tribal Game - The Guilds
« on: March 20, 2010, 05:11:38 pm »
Alright, I am ready to start the game. There is room for another player who can join at any time (he/she will join with as many units as the lowest scored player).

2: Haika, "Glass Rock" (starting resource: Lapis Lazuli)
In the newly founded city of Mitanni, a master of gemcutting sets up shop. With access to the city's supply of lapis lazuli, it is time to prove to the world what the power of jewelry can accomplish.

3: Cheddarius, "Freemasons" (Starting resource: Granite)
The conglomeration of people in the foothills of Alpanatia has given the option of people to work with a bulky stone named granite. A master of stoneworking has set up shop in the city of Alpanatia and it is now time to prove to the world the awesome power of stone.

4: IronyOwl, "GoldCoin Guild" (Starting resource: Gold)
The beauty of the valuable metal known as gold could not denied. Its wealth brought together a score of people to found their first city. Though mines were still unheard of, the knowledge that the land contained copious amounts of gold was enough to also attract a master of goldsmithing to start up a guild. Now prove to the world how the power of gold is the true power of wealth.

5: 100Killer9, "Boners" (starting resource: Livestock)
The large lands proved exceptional for the ranching of many animals. The food and resources naturally allowed people to form a city, wherein new professions arose. Chief amongst them, a master of working with the products of livestock. With the use of hides, meat and bones, the master must now prove that he can beat those who consider minerals superior.

77
When will we know if it becomes optional to gather food?

Cyprinus Tribes, year 4

Hardships must come upon us sometimes and we must mourn those that fall, the elders agree. Similarly, the amount of children are becoming far too excessive. Throughout the year, the goals are set and agreed upon uneventfully, as sacrifices must be made to avoid an eventual downfall.

1. Fish and try to learn new fishing techniques while doing so that involves circling larger creatures. Avoid storms.
2. Farm the hills. Hardships may strike, but the people will carry on doing what they do best and the food will be needed to feed the excessive number of children.
3. Continue the search for an antidote. Limit testing to the weakest children, to ensure the potency of the antidote.
4. Have the tribes come together to erect a simple stone monument near the sea in honour of those who died from last year's hardships. It shall identify a portion of the sea which is known to be shallow, making for good fishing on boot, but dangerous to stray too close to in the rickety boats.

78
Forum Games and Roleplaying / Re: A Tribal Game - The Guilds
« on: March 17, 2010, 12:37:59 am »
All other things being equal, you won't always get the same amount, but the probabilities are going to be biased towards a certain value (assuming you can get 1-3, on a d20 I *might* say that a 1 gives you 1, 2-19 gives you 2, 20 gives you 3). I have yet to decide how strong a bias. You won't always know the value actions are biased towards, but I want it to be easy to figure it out. In other words, if 3 is supposed to be rare for a given action, I will make sure it is.

I am hoping, however, that all things won't be equal all the time :p

I'm still undecided whether to make the base unit have a natural growth (in-game: Apprentices being taught). Thoughts?

79
The Cyprinus Tribes - Year 3

The Elders decided to convene that year, unheard of for the tribes, but issues faced all four tribes. Each had seen a great growth in the number of children and they were caring for many young. They did not wish to risk hunger because of this and so decided that a fifth tribe should be formed. This tribe of adults from all four tribes, as well as their children, such that all tribes remained equal, were to work the land, just as had been done with the roots. It had clearly worked, but without some social upheavel, the elders knew they would never get people to stray away from fishing and proving their skills. Indeed, they couldn't, as many men went fishing that year in the boats that were built, simultaneously trying to refine them as best they could to better suit their task - to float upon the sea.

There was also the issue of the poisonous bugs. The Elders felt that, perhaps, such knowledge was too dangerous to have. It was the sort of knowledge the Unnamed Gods might not look too kindly on being used, for on who would they use it? Other tribes? There were no others and to think otherwise was madness! Each other? That too was clearly madness. No, a solution had to be found to the poison. Some manner in which to counter it, should any scorned lovers find it within themselves to try to kill each other.

And so, the life of the Cyprinus People pressed on, in a time of social revolution for their tribe.


1. Fish in the deep sea with the boats, to provide food to the Tribes.
2. Refine the boats, to make them better fishing boats (more stable, in particular).
3. Try to discover an antidote to the poison, such that its effects might be countered.
4. Have a tribe move further inland to forage for new sources of food (the fifth tribe, with about 20 men, 20 women, 15 children and 5 elders). Apply knowledge of roots growing if applicable.

80
Forum Games and Roleplaying / Re: A Tribal Game - The Guilds
« on: March 17, 2010, 12:15:22 am »
Gave you livestock as a resource :P It seemed fairer than bones.

I gave Lapis Lazuli for gems to start with.

Gold was given as is.

Granite for stone, as its simple, yet useful.

Keeping a spot for Quinnr until Sunday, but if he doesn't reply before then, then whoever is first on the waiting list can get his spot.

81
Forum Games and Roleplaying / Re: A Tribal Game - The Guilds
« on: March 16, 2010, 04:58:09 pm »
There isn't a lack of rules, so much as them being made up as they go along (it's part of the game, see the original one).

82
A slightly different attempt at a tribe game. See here for the first of my kind. Same concept, different setting.

All actions are undefined until attempted.
You gain 1 point for every beneficial effect produced.
You gain 1 point for every beneficial effect maintained.
Points are never lost. You win by having the most points at the end of the game.

There will be dice rolls to determine variable results. There may be modifiers to these rolls.
New actions are generally better than older actions, but not always.

You have a base unit with which to perform actions.
Every generation (20-30 years) a turn passes.
Each base unit grows by 0-2 every turn.
Fluff reason: A master takes on between 1-3 apprentices, trains them and then retires.

It is the dawn of civilization. Small cities have been founded and the tribal structure of the past lies in tatters, as city states begin to slowly form. A new type of tribe has arisen to fill the void: The Guild, which rises above the pettiness of statehood. In this game you must lead your guild to fame, wealth and glory! You must choose how best to do so, using the resources available to you. You each start in a city of your choice. You have ten generations to prove yourself worthy.

Starting conditions:
You start with a ”guild unit” in a city of 500 people, with a resource and name of your choice.
There will be about five players.

Known:
Cities will not grow without motivation.
New resources are not automatically found.
New cities will sometimes be founded automatically. There is a large rural population (90%+).
A unit can move once per turn, before or after taking an action. For the sake of simplicity, cities are always one move apart.
It is advantageous to have a variety of resources. It is also advantageous to possess great skill in a single resource. It's up to each player to decide how best to allocate their resources.

Players
1: Quinnr (has until 21st of March)
2: Haika, "Glass Rock" (starting resource: Lapis Lazuli)
3: Cheddarius, "Freemasons" (Starting resource: Granite)
4: IronyOwl, "GoldCoin Guild" (Starting resource: Gold)
5: 100Killer9, "Boners" (starting resource: Livestock)

Waiting list as needed.

Ways in which this game will be easier to handle
Spoiler (click to show/hide)

Actions!
Construct Building
Spoiler (click to show/hide)

Survey for Resources
Spoiler (click to show/hide)

Improve Resource/Craft
Spoiler (click to show/hide)

Encourage Growth
Spoiler (click to show/hide)

Create Wealth
Spoiler (click to show/hide)

List of Cities
Mitanni
Spoiler (click to show/hide)

Elba
Spoiler (click to show/hide)

Alpanatia
Spoiler (click to show/hide)

Troy
Spoiler (click to show/hide)

Nuwa
Spoiler (click to show/hide)

Pisani
Spoiler (click to show/hide)

Brechts
Spoiler (click to show/hide)

83
The elders see before them a rough year and make spiritual offerings to the gods, praying that things will not go poorly for their people.

1:
Continue fishing, by collecting oysters and molluscks from near the coast and having the fishermen try their luck with spears in the river, where they are less likely to lose them. Attempts are also made, with regards to fishing, to collect food that the fish themselves might eat. Clearly the food source was stable enough to last through last year, so it should last through this year as well, the elders figure. The elders try to inspire more brave acts of fishery by telling tales of awesome undersea creatures that would make worthy trophies, in the hopes that this will encourage the fishermen to do better, but also knowing the risks that such encouragement might have.

2:
The spicy root is venerated as a boon from a higher power. While it would be simple to try to keep foraging for it, it'd be better, the elders think, if they had a steady supply of it. Attempts are made by the tribes to grow the root in its natural habitat and clearing out all other competing plants and animals in the area continuously. With skill and luck, the root should be able to spread and effectively grow in the chosen spots. If all else fails, the tribe will just have to keep foraging for it.

3:
The trees are obviously suffering from an illness that we, as shepherds of the land, can cure! It also happens to be an excellent source of food and possibly other things. The tribes shall start collecting bugs from the oldest trees, knocking the ancient trees down and then stripping the bark to capture all manners of bugs, whether edible or useful in some other way.

4:
Start with smaller, yet sturdy trees. While these will not make as great boats, once we've got boat-making down to an art, the tribes can start to try something more ambitious afterwards. Since the older trees tend to be dead, it's obviously the younger trees that must be exploited. Trees that are easier to hollow out without tools are preferable, yet they need to be buoyant.

84
grey = mountains
brown = hills
orange/yellow = desert
green = lowlands
light blue = coastal
dark blue = ocean
teal = border (impassable)

red = volcano (and affected areas)
blue = rivers
"trees" = forests

and Haika, you've got magic in your game :P I cannot imagine that making it any easier.

85
I just made mine randomly in gimp :P so no preference in textures here.

86
Looks awesome. Go for it and feel free to make any changes needed to make it work.

87
I'm looking one up on RPtools.net right now.

Any other good ones out there?

88
I'm actually considering officially ending this game, because I just realized how long it takes for me to go through a single turn (about 2-3 hours, is my current estimate). This wouldn't be a problem if it wasn't basically a bunch of number crunching, with just a little bit of writing (I like both, but number crunching gets boring and it's going to get a lot worse - we're only on turn 5 after all!).

I will start up a new game, but before doing so, I want to have an excel sheet up and ready that can help me automate things so I don't have to double-check everything. Also a few things need to be fixed that will completely skew the balance of the game (I noticed, for example, that population might better follow Haika's rule in his game of letting population exceed the limit, but force them to move the turn after). I can't implement these changes now, since that would... mess up a lot of things. Lots of people would have gotten far more population and by extension, points.

Also needed is far better map-making skills by me.

Now here's the great thing about the points system:
End of turn 4 results:
1: Haika with 92 points!
2: 100Killer9 with 88 points
3: Quinnr with 86 points
4: Nevyn with 79 points
5: RNG with 75 points


However, because I'm not just copping out but will eventually have a similar game running, I would appreciate feedback on what was good, what was bad and what could have been better (either good or bad stuff).

Current goals:
Make excel sheet.
Make a better map.
Start new game (turn limit: 10)

89
Forum Games and Roleplaying / Re: TRIBES 2 - A Whole New World
« on: March 11, 2010, 11:14:44 am »
The Peoples of Cyprinus
They are a scattered into four smaller groups of about 40-60 adults each, loosely bonded together by tradition. The tradition is that upon reaching adulthood, the children of each group pool together for a week of revelry. After the week has passed, during which time everyone else celebrates the feast of the summer solstice, the children become part of another group (It is taboo for children to return to the group they grew up with). They will then only see their parents during summer solstice for the rest of their lives.

Habitat
They live in forested highlands bordering a vast teeming ocean. The area is known as The Crystal Ponds and sees mild winters with snow, as well as mild summers, so it feels mild to cold year round, never really getting warm except in the mid of summer. Small streams and brooks pass down the tallest mountain, with minor waterfalls along the way. Trees and vegetation become scarce uphill, but are more abundant near the coast. The name stems from small ponds that fill up during the spring and evaporate during the summer. The salts left behind by the evaporating waters, carried from the mountains, leave breathtaking beautiful pillars of crystalline salt. These pillars are considered sacred by the Peoples of Cyprinus. The pillars usually fall apart in late autumn, early winter or next year again.

Culture
The Peoples of Cyprinus are a hardy bunch, very much into pretty stones and the sea. As such, their primary occupation lies in the craft of simple rings, amulets, bracelets and adornments to be worn by themselves and their friends and allies.

To court, both must present each other with at least three pieces of what they consider their best craft in recent times. Similarly, they apply this in close friendships, where gem bonds are formed by halving a precious stone and setting in two or more pieces of jewelry, which is then given to each member of the bond. This is equivalent to a blood bond. Between regular friends, a single piece of jewelry or two is enough, so long as they do not share any precious stones (if they do, it would be a blood bond and would be much deeper than a regular friendship).

They tend to live in simple caves, sheltering themselves from the harsh weathers in this manner. The caves are usually formed by erosive forces, but are occasionally the old homes of wild animals.

Motivations
While venerating the spirits of the earth, the people have had few aspirations until now. As their will, I vision a day where they shall sail upon the open seas in sturdy vessels, to take them to foreign shores, both near and far. To this end, their numbers must grow and they must learn new skills and so it begins for the people of Cyprinus.

First goals of the Cyprinus Peoples

1: The four tribes see the sea before them as a great source of sustenance. Though they cannot reach out far enough, that will come later. For now, they must ensure they can be fed all year round, by catching fish in the streams and the oceans, as well as collecting mollusks and oysters. Though the mollusks and oysters can be collected with ease, the goal is to eventually become great fishermen and to this end, the four tribes of the Cyprinus must fashion simple spears with which to catch the slippery, larger fish. They will feast upon the sustenance of the waters!

2: Further inland comes the realization that while fishery may bring them great boon, the land itself offers to them much in terms of food. However, there is no desire to hunt the great animals of the land (yet) and so, the goal becomes to collect the fruits of the land. More than just that, the tribes realize that to truly reach a level of decadence enjoyed only by the greatest of men, they must find something to accentuate the flavours of their caught fishes. They will forage for spices in the highlands!

3: Some of the more inventine members see the efforts of their fisheries and find them... lacking. They should like to find themselves further out at sea where clearly, the fish too must be larger. To get there, they must learn to float in a manner never done before. Having seen many logs float on their own accord, the goal is clear, but the means to reach it is not. They must find someway to carve out a decent vessel out of logs. Before they can do so, they must have good access to logs. They shall find ways to bring down the majestic trees of the highlands for their own benefit!

With these three main goals in mind, the Peoples of Cyprinus set out to make a living off the vast, fertile lands before them.

Spoiler (click to show/hide)

90
Forum Games and Roleplaying / Re: TRIBES 2 - A Whole New World
« on: March 10, 2010, 09:08:04 am »
I'll join, since the other game died. Can I use my tribe from there?

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